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Old 06-05-2012, 04:13 PM   Top  -  End  -  #1
Cipherthe3vil
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Default The Necromancer [PF] because trying to name it something else is futile.

To make this 3.5, simply change the skills to "x4 at first level" and change Perception into Listen/Spot.



The following class is
Tier: Cipher.
(In other words, to hell with balance as you know it)

The Necromancer


^- Click for Artist
“Lo!" cried the demon. "I am here! What dost thou seek of me? Why dost thou disturb my repose? Smite me no more with that dread rod!" He looked at Cabal. "Where's your dread rod?"
"I left it at home," replied Cabal. "Didn't think I really needed it."
"You can't summon me without a dread rod!" said Lucifuge, appalled.
"You're here, aren't you?"
"Well, yes, but under false pretences. You haven't got a goatskin or two vervain crowns or two candles of virgin wax made by a virgin girl and duly blessed. Have you got the stone called Ematille?"
"I don't even know what Ematille is."
Neither did the demon. He dropped the subject and moved on. "Four nails from the coffin of a dead child?"
"Don't be fatuous."
"Half a bottle of brandy?"
"I don't drink brandy."
"It's not for you."
"I have a hip flask," said Cabal, and threw it to him. The demon caught it and took a dram.
"Cheers," said Lucifuge, and threw it back. They regarded each other for a long moment. "This really is a shambles," the demon added finally. "What did you summon me for, anyway?”
― Jonathan L. Howard, The Necromancer



Role:
While many necromancers are recluses, living on the edge of civilization, this is not true for all of them. Necromancers are forced to learn survival tricks from a young age. Many are killed off early in life due to superstitions surrounding them. Many of these superstitions are true however. The common necromancer yearns to fit in with normal society, to find love and to be loved. These are not people who chose to seek dark powers, they are chosen by fate to be born the way they are. Its easy for them to give in to the discrimination and become evil. But most simply hide from themselves. Necromancers are blessed with unique powers that make them excellent controllers and even damage dealers on par with any spellcaster.

Alignment:
Any, usually Chaotic.

Starting Wealth:
3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Hit Die
d8
Skill Points
6 + Int
Class Skills
Appraise, Craft, Disguise, Escape Artist, Heal, Intimidate, Knowledge (Any), Perception, Profession, Sense Motive, Spellcraft, Stealth, Survival, Use Magic Device
Special: The Necromancer chooses at 1st level whether to Use Magic Device as an Oracle or a Sorcerer to determine spell list.

Table: The Necromancer
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpell Level
1st
+0
+2
+0
+2
Witchborn, Domains, Path 1
2nd
+1
+3
+0
+3
1
3rd
+2
+3
+1
+3
Path 2
4th
+3
+4
+1
+4
Path 2
5th
+3
+4
+1
+4
Path 3
6th
+4
+5
+2
+5
3
7th
+5
+5
+2
+5
Path 4
8th
+6/1
+6
+2
+6
Path 4
9th
+6/1
+6
+3
+6
Path 5
10th
+7/2
+7
+3
+7
Witchborn Noble 5
11th
+8/3
+7
+3
+7
Path 6
12th
+9/4
+8
+4
+8
Path 6
13th
+9/4
+8
+4
+8
Path 7
14th
+10/5
+9
+4
+9
7
15th
+11/6/1
+9
+5
+9
Path 8
16th
+12/7/2
+10
+5
+10
Path 8
17th
+12/7/2
+10
+5
+10
Path 9
18th
+13/8/3
+11
+6
+11
9
19th
+14/9/4
+11
+6
+11
Path 9
20th
+15/10/5
+12
+6
+12
Path, Witchborn Royal 9

Class Features

Weapons and armor:
The Necromancer is proficient with light armors and simple weapons.

Witchborn (Ex)
The Necromancer must be born of a Witch. The exact premises of what qualifies as "a witch" are up to your GM. But generally, any character who's mother (or father) was a literally a Witch qualify, as do any Changeling characters, since Hags count.
At first level, the Necromancer gains the ability to see ethereal creatures, though they appear like any other character which can be confusing. As a minor action, the ethereal creature can actively avoid detection as if by the Invisibility spell.
Every three class levels the Necromancer's skin gets tougher, and the Necromancer gains Natural Armor +2 until the Necromancer has a +15 bonus at 18th level, when they get an extra +1 in celebration of completing the metamorphosis. The levels are as follows: 1,3, 6, 9, 12, 15, 18.
To someone who does not have this natural armor, the Necromancer's skin feels hard and smooth, like marble, or clean even bone. But to other Necromancers of similar level they feel quite normal.


Domains (Sp)
At first level, a Necromancer chooses two Domains of power which fuel the Necromancer's power.
The Necromancer chooses two of the following:
Chaos, Lust, Darkness, Death, Destruction, Evil, Fire, Memory, Revolution, Curse, Madness, Repose, Void, Ice, and Serpent.
They can be found here. Simply replace references to wisdom with charisma and cleric with necromancer.
If a full domain is listed, she also choose one of the Subdomains under it.
The Necromancer gains one extra domain at 10th level, and 20th level.
The Necromancer gains the Granted Powers of the chosen domains, and can cast the domain's granted spells spontaneously when she reaches the appropriate level.
Each spell costs its spell level (3 for a 3rd level spell) to use from a pool of points the Necromancer possesses equal to her class levels x charisma score. if her charisma score is ten or less, she cannot cast these spells.
This casting is considered Spell-Like and never need material components less then 5gp in value.
Recovering these spell points can be done in a few ways:
A ritual in which you sacrifice something pure, taking 5 rounds to perform.
Example pure things, your DM is the final say in what counts as pure in your game:
  • Gold equal to your level x100
  • Gems of value equal to your level x10
  • Virgins, clearly.
  • Small adorable animals.
8 hours of rest, as normal for other spellcasters.
Sleeping with a Sacred Something of 5th level or higher for 20minutes while she performs Restorative Act.
A Necromancer can add to her available by following the normal rules for custom spell creation, she otherwise does not possess a spell list.


Path
Starting at first level and every level indicated on the table, the Necromancer gains a Path ability. These abilities are taken from one of three paths. Unless otherwise noted, Path abilities are at will and a standard action, with DC saves 10+1/2 Necromancer level+Charisma, and a duration of 24 hours. Path abilities are Supernatural.
Available abilities are as follows. The number at the side is the minimum level before it can be acquired as well as the Strain cost.
At 3rd, 7th, 11th, 15th, and 19th levels you can replace one Path you've selected and replace it with a new one you can choose.

Formation
Special: Formation effects exert dominance over organic matter, primarily that of bones. Naturally, creatures that do not have bones are immune to effects that target their nonexistent skeletal system.
These spells do not directly effect undead creatures themselves, but go straight to the bones. As such, any effect requiring a Fortitude save cannot be ignored if the creature would normally be immune to fortitude saves. Instead, they target such creature's will saves.

Spoiler



Affliction
Special: Afflictions are raw manifestations of ill will, hatred, loathing, or sorrow.
If you channel those emotions in with your Afflictions, they gain +2 DC, and you can add overstrain equal two twice your class levels instead of half. To channel these emotions, you must actually possess them against the target. If the GM feels the target has sufficiently wronged you, he can inform you that it has the condition: Cursemarked.
Afflictions, unless otherwise specified, cannot be used on a target more then once per day, even if it failed to take hold.
An Affliction is automatically replaced by its more powerful version when it becomes available.

Spoiler


Conjuration
Special: At the appropriate levels, for appropriate abilities, a Conjuration automatically upgrades to its most powerful form you can take for your level, but you can still cast it as an earlier stage if you wish.
Summon effects last for a number of rounds equal to your charisma modifier + 1/2 class levels.
Raise effects last until they are killed. You can only control a number of Raised creatures until their combined HD equals twice your class levels. If it would exceed that, the Raised creature replaces the most damage raised creature you currently possess.

Golem effects can only have one golem active at any one time.
Conjuration Path is in the following post.

Witchborn Noble (Ex):
The witches blood that runs through the Necromancer is empowered. The Necromancer's heritage burns within her and the dark arts penetrate deeper to form a stronger connection as she grows in power.
Every three class levels the Witchborn Noble possesses, she gains Fast Healing 2 to a maximum of Fast Healing 15 at level 18, when they get an extra +1 in celebration of completing the metamorphosis. The levels are as follows: 1,3, 6, 9, 12, 15, 18. At level 20, this turns into Regeneration.
In addition, she gains the Scent ability.
Whats more, she gains the at will ability to change the way she looks. This functions similarly to Disguise Self, but as a Polymorph effect.

Witchborn Royal (Ex):
The Necromancer takes on her final transformation. The witches blood within her is in its own right a powerful magical artifact now.
The Necromancer gains a Damage Reduction of 15/-.
Her blood can be used to replace any material component and can lower XP costs by 25%, to do so she deals 1d4 points of damage to herself. If she uses this 4 times in a row, she takes 1 point of constitution damage.
If her blood is spilled in large amounts (1/2hp), the blood can coat a single person into provide them with her 15 Regeneration. It can bring back the dead, but not if they've been dead for over 6 minutes.
Whats more, she gains the ability to change her form at will. This functions like Alter Self.

Last edited by Cipherthe3vil : 06-16-2012 at 10:35 AM.
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Old 06-05-2012, 04:55 PM   Top  -  End  -  #2
Cipherthe3vil
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Default Re: The Necromancer [PF] because trying to name it something else is futile.

Strain:
Strain is non lethal damage provoked by overexertion of the mind. Every 1/4th your HP you have as nonlethal Strain damage, You lose 1 point of Wisdom for an hour. If you would normally be knocked out from to much nonlethal damage, You instead go into a coma when due to Strain. Roll a d100 each hour you're in the coma to see if you awake (on a roll of 1-15) Or until you are healed of the ability damage.
Strain is not normal Non Lethal damage, Feats, Features, Racial abilities effecting Non Lethal damage do Not effect Strain. Such as a creatures immunity to non lethal damage, or feats that would reduce or negate non lethal damage. Strain can still be healed, Any spell or power that would heal ability damage heals twice that in Strain, and is lost with normal rest that would replenish spellcasting or power points. (likewise, abilities reducing rest needed for such things effect Strain damage) You heal damage caused through strain at the same time. But once into coma, you must be healed as stated. Strain does not stack with normal forms of Non Lethal damage.
Additionally, you recover 25% of your Strain every hour except those spent in the induced coma.
Some abilities have the option of Overstraining to deal additional effects or improve existing effects, You cannot Overstrain to increase the initial strain by more then half your class levels (A level ten Necromancer cannot add more then five points of overstrain). Needless to say, there is no limit to the number of these abilities you can use, You can keep going till you kill yourself for all I care.
Unless otherwise stated the typical duration for an ability that conjures bone matter for effects is usually a day per class level before it crumbles apart.
Likewise range is typically Charisma mod x 200 ft unless otherwise stated.





Conjuration:
Spoiler



Incision:

Last edited by Cipherthe3vil : 06-10-2012 at 06:41 PM.
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Old 06-05-2012, 04:58 PM   Top  -  End  -  #3
Cipherthe3vil
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Default Re: The Necromancer [PF] because trying to name it something else is futile.

Reserved, I might need it.
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Old 06-05-2012, 05:48 PM   Top  -  End  -  #4
Cipherthe3vil
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Default Re: The Necromancer [PF] because trying to name it something else is futile.

There is a small chance I might need this one too.


Anyone who has questions and/or comments can post now, please :3
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Old 06-05-2012, 06:01 PM   Top  -  End  -  #5
Gamer Girl
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Default Re: The Necromancer [PF] because trying to name it something else is futile.

The class looks good and all...except for one thing....it's just too complicated. I just have too much of a tear-jerk reaction to this type of 'pick your abilities' class. They are just so player focused and centric. I know tons and tons of players just love to pick from tons and tons of abilities to make there character unique. And that's fine, except when it comes to this type of class.

See as a DM, you will try and keep track of each character. And most classes are static, so if they are a 4th level Do-Dad, you know what they can do. But this type of class just becomes a record keeping nightmare. "Oh, um what path ability did you pick for 7th level and, um, what ability did you swap out and um, um".

The obvious is why not just make a couple of classes?

Also the 'see ethereal' is a bit odd as you put the burden on the ethereal creature. The sight is automatic right so it works like this?: "Necromancer Player-"I look around the room and see Ethereal Al!'' EA Player-"Er, what? Um, wait! I do that, um, invisibility like thing!" N P-"Ha, well I already know he is there so...." Or are you going for?: DM-"Ok Necromancer Ned walks into the room. Al as your Ethereal, you need to decide if you want to active your invisibility to Ned's Sight." EA player-"My fighter has invisibility?" DM-"No, no...you just become invisible to his Special Sight." Player Ned "Wait, how does he know about my special sight?" DM-"Um...rays shoot out of your eyes and hit him" Ea and NN players "What?" DM-"Um" Ned Player-"Now wait if rays shoot from my eyes and hit him I have to see him, right? So I'd see him before he turned invisible.." DM-"Er, no...um, your special sight is so special that it travels into the future and lets Al know you will be looking at him in a couple seconds and lets him decide if he wants to be seen or not..."
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Old 06-05-2012, 06:19 PM   Top  -  End  -  #6
Cipherthe3vil
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Default Re: The Necromancer [PF] because trying to name it something else is futile.

Quote:
Originally Posted by Gamer Girl View Post
The obvious is why not just make a couple of classes?
Because if I wanted to play one-trick ponies I'd play a typical video game instead?

Edit:
This is also for Pathfinder.
Pathfinder has classes within classes within Classes.
Pathfinder is totally Classeption.
In the future, I'd probably make my own Archtypes for this like most Pathfinder classes for even more options.



Finished the Conjuration path reasonably. I think.

Last edited by Cipherthe3vil : 06-05-2012 at 06:45 PM.
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Old 06-05-2012, 07:08 PM   Top  -  End  -  #7
Cipherthe3vil
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Default Re: The Necromancer [PF] because trying to name it something else is futile.

Finished Conjuration.

Added Witchborn Noble and Witchborn Royal to 10 and 20th levels respectively.

It is now complete, but that doesn't really mean its finished.
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Old 06-05-2012, 09:20 PM   Top  -  End  -  #8
eftexar
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Default Re: The Necromancer [PF] because trying to name it something else is futile.

I'm fine with complicated. I am tired of not having enough choices (most of the core 3.5 base classes are boring or overpowered) and would rather have decision paralysis than a cut and paste character.

I feel like a +15 to ac that can stack with other sources is a bit much. Even classes that offer modifier + 4, the usual progession, only amounts to 12 at the max and that requires a high number of ability score raises being put into one score. This is higher, has no cost, and stacks with armor. I would say 10 would be more reasonable or just the constitution modifier, all considered.

I haven't read through all of the paths, but the formation path looks incredibly interesting and nothing really caught my eye as being unbalanced.

I'm a little unclear with path restrictions. Do you choose one path and get stuck in it until one of the indicated levels? I'm tempted to say it would be better if you had access to all paths, but had to progress them in order (taking one from each path before you can advance to the next).
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Old 06-06-2012, 06:58 AM   Top  -  End  -  #9
silphael
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Default Re: The Necromancer [PF] because trying to name it something else is futile.

Something bothers me... your AC bonus and fast healing bonus stack 2 by 2 up to 15... why not an even number?
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Old 06-06-2012, 09:06 AM   Top  -  End  -  #10
Cipherthe3vil
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Default Re: The Necromancer [PF] because trying to name it something else is futile.

Quote:
Originally Posted by eftexar View Post
I'm fine with complicated. I am tired of not having enough choices (most of the core 3.5 base classes are boring or overpowered) and would rather have decision paralysis than a cut and paste character.

I feel like a +15 to ac that can stack with other sources is a bit much. Even classes that offer modifier + 4, the usual progession, only amounts to 12 at the max and that requires a high number of ability score raises being put into one score. This is higher, has no cost, and stacks with armor. I would say 10 would be more reasonable or just the constitution modifier, all considered.

I haven't read through all of the paths, but the formation path looks incredibly interesting and nothing really caught my eye as being unbalanced.

I'm a little unclear with path restrictions. Do you choose one path and get stuck in it until one of the indicated levels? I'm tempted to say it would be better if you had access to all paths, but had to progress them in order (taking one from each path before you can advance to the next).
Formation abilities are like a pool you can drink from, selecting any Formation ability at an appropriate level.
The two are more like train tracks. If you drop your point in at location A, it will keep going on to location B.
There aren't restrictions. The "Paths" are just different resources that scale up with more potent things until 19th, when the scaling stops.

Its +15 Natural armor at level 18. Many things will have their own much higher natural armor at those levels, and there are many more things that will ignore natural armor.
Or, most of the remainder wont need to worry about Natural Armor as they smite you with Level 9 spells.

Quote:
Originally Posted by silphael View Post
Something bothers me... your AC bonus and fast healing bonus stack 2 by 2 up to 15... why not an even number?
Even numbers that aren't tens are gross... I didn't even think about it XD.
I'll go make it right.
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Old 06-06-2012, 10:45 AM   Top  -  End  -  #11
Wolf_Haley
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Default Re: The Necromancer [PF] because trying to name it something else is futile.

Pretty cool class, don't see how it's over complicated. Probably gonna see if my DM will let me play one in our next campaign.
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Old 06-06-2012, 11:19 AM   Top  -  End  -  #12
Cipherthe3vil
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Default Re: The Necromancer [PF] because trying to name it something else is futile.

Quote:
Originally Posted by Wolf_Haley View Post
Pretty cool class, don't see how it's over complicated. Probably gonna see if my DM will let me play one in our next campaign.


Tell me how it works and be sure to ask any questions you come across.

And good luck.
My DM didn't let me.
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Old 06-06-2012, 03:39 PM   Top  -  End  -  #13
eftexar
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Default Re: The Necromancer [PF] because trying to name it something else is futile.

I thought I would throw out some math for thought (for AC at level 20):

10 + 8 (armor) +5 (armor enhancement) + 15 (natural armor) +4 (magic items) + 2 (shield)* +5 (shield enhancement)* = 41 AC
*for the sake of two weapon fighting this may not be included, but could still be replaced with a myriad of other effects, such as spells

Even at a high bab the first attack (at probably 23-28) you will have to roll at least a 13 assuming a strength modifier of 6. That's not hard to hit, that's I would never fight this guy in melee unless I had touch attacks.

Edit/ I guess we could factor in that some monsters have a slightly higher attack sometimes, but many of these monsters are usually reserved for more difficult fights anyways.
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Last edited by eftexar : 06-06-2012 at 03:43 PM.
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Old 06-06-2012, 03:42 PM   Top  -  End  -  #14
Cipherthe3vil
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Default Re: The Necromancer [PF] because trying to name it something else is futile.

Quote:
Originally Posted by eftexar View Post
I thought I would throw out some math for thought (for AC at level 20):

10 + 8 (armor) +5 (armor enhancement) + 15 (natural armor) +4 (magic items) + 2 (shield)* +5 (shield enhancement)* = 41 AC
*for the sake of two weapon fighting this may not be included, but could still be replaced with a myriad of other effects, such as spells

Even at a high bab the first attack (at probably 23-28) you will have to roll at least a 13 assuming a strength modifier of 6. That's not hard to hit, that's I would never fight this guy in melee unless I had touch attacks.

I'm confused at what your trying to say.

Also, 8 base armor and 2 shield could be bothersome to try to get when your only proficient with light and simple weapons.
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Old 06-06-2012, 03:46 PM   Top  -  End  -  #15
eftexar
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Default Re: The Necromancer [PF] because trying to name it something else is futile.

I'm just saying that I still think 15 AC is a bit much. I guess I missed the proficiencies, but that is really just a couple of feats. If I play human and pick up the first level of fighter that's not much of a set back.

Fun introduction by the way.
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Last edited by eftexar : 06-06-2012 at 03:46 PM.
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Old 06-06-2012, 04:01 PM   Top  -  End  -  #16
Cipherthe3vil
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Default Re: The Necromancer [PF] because trying to name it something else is futile.

Quote:
Originally Posted by eftexar View Post
I'm just saying that I still think 15 AC is a bit much. I guess I missed the proficiencies, but that is really just a couple of feats. If I play human and pick up the first level of fighter that's not much of a set back.
If they spent a good amount of their seven total feats, they earned the boost :/
Its 15 by 18th level. Lots of things never clever thing at those levels. The abilities of my class aren't that great. Without the healing and defense Witchblood gives them, they'll never stand that well against any normal spellcaster.
This is, afterall, supposed to be among the ranks of Wizards, Sorcerers, and Clerics. But its more limited in its spell and ability selections, so it gets better default defenses.
Natural armor is overcome by many things at those levels, as I said before.
15 I think is the perfect number. Its beneficial enough to not mind how often it could potentially be ignored, but not too high that it would be too hard to hit.

You said 13 or higher? That is perfectly reasonable, even a bit on the low-end considering you had to throw so much into it.

All in all I think your just clarifying my intended target with it.

But I wonder what the balance is on their actual abilities :/
I tried making a 1st level character, and I question its effectiveness. Probably tier high/mid-3.

Quote:
Fun introduction by the way.
Thanks.

Last edited by Cipherthe3vil : 06-06-2012 at 04:04 PM.
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Old 06-06-2012, 04:09 PM   Top  -  End  -  #17
eftexar
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Default Re: The Necromancer [PF] because trying to name it something else is futile.

I guess I did put a quite of bit into it. I just know I've play a lot of 15 bab characters and I've faced opponents who have that high of an AC. Unless I get really inventive* I can't hit them.
But I guess the fact it isn't as powerful at spell casting does balance things out a bit. Sorry if I'm being a pain. I can get obnoxious when I start doing math.
*aka tons of skill tricks and feats from obscure 3rd party books

Anyways I definitely like the strain mechanic. Though this: "Strain does not stack with normal forms of Non Lethal damage." is confusing. As worded if you had 100 strain and 40 non-lethal damage, you only have 100 strain. Or was this intended.
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Last edited by eftexar : 06-06-2012 at 04:10 PM.
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Old 06-06-2012, 04:22 PM   Top  -  End  -  #18
Cipherthe3vil
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Default Re: The Necromancer [PF] because trying to name it something else is futile.

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Originally Posted by eftexar View Post
As worded if you had 100 strain and 40 non-lethal damage, you only have 100 strain.
And that's a fact. ^_^

However, if you have 100 strain and 40 non-lethal, you still have 140 non-lethal and may be subject to a knockout.
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Old 06-06-2012, 09:07 PM   Top  -  End  -  #19
NosferatuZodd
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Default Re: The Necromancer [PF] because trying to name it something else is futile.

I love this class, but I feel that Formation could be a bit... squickier.


Maybe an archetype that focuses on formation and gets more fleshy powers?
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Old 06-06-2012, 09:48 PM   Top  -  End  -  #20
Cipherthe3vil
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Default Re: The Necromancer [PF] because trying to name it something else is futile.

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Originally Posted by NosferatuZodd View Post
I love this class, but I feel that Formation could be a bit... squickier.


Maybe an archetype that focuses on formation and gets more fleshy powers?
Hm...

Incarnation?
.
.
.
....
Aberration...

...
*thinks*

Regardless.

If anyone likes, they can make their own Path and have it added to that second post for use.

Meanwhile I'll think of a horror based flesh and blood (Mostly flesh) Path. Unless someone else can make one, then both can be available. :3

It might be easier to just make it an Archtype, as you said, and refluff the existing Formation abilities.
But that sounds lazy.
I'll do a whole new formation like path that deals more with the mind by inducing fears, horrors, and general disturbing imagery.
I doubt it can ever be used by a nonevil character.

Last edited by Cipherthe3vil : 06-06-2012 at 09:50 PM.
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Old 06-08-2012, 04:48 AM   Top  -  End  -  #21
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Default Re: The Necromancer [PF] because trying to name it something else is futile.

I really like this class. If I get around to making a "Homebrew that I like list" one day then this would most certainly go on it.

On thing you forgot to mention if how they recover their points for casting domain spells. I haven't read through all the paths but they look pretty good. Good job.
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Old 06-09-2012, 05:02 PM   Top  -  End  -  #22
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Default Re: The Necromancer [PF] because trying to name it something else is futile.

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I really like this class. If I get around to making a "Homebrew that I like list" one day then this would most certainly go on it.

On thing you forgot to mention if how they recover their points for casting domain spells. I haven't read through all the paths but they look pretty good. Good job.
Thank you.


Right, I fixed that.



Late, sorry, I thought I replied already. But I just saw that this was almost to the second page and I wasn't the last post... My post must have failed. Mybad :/
But there you go. I fixed it only like an hour after you made that post, but no post was here to say I did.
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Old 06-09-2012, 08:28 PM   Top  -  End  -  #23
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Default Re: The Necromancer [PF] because trying to name it something else is futile.

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  • Virgins, clearly.
  • Small adorable animals.
Bravo. Just bravo.
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Old 06-09-2012, 08:40 PM   Top  -  End  -  #24
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Default Re: The Necromancer [PF] because trying to name it something else is futile.

Just wondering, but would the souls of palidins/small children count as pure?
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Old 06-09-2012, 09:23 PM   Top  -  End  -  #25
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Default Re: The Necromancer [PF] because trying to name it something else is futile.

A few nitpicks with Formation:

Quote:
Skeletal Manipulation:
You animate the dead into simple Zombies or Skeletons as long as they remain within Cha mod x 100 ft of you. You can animate Charisma modifier worth of skeletons with one casting.
Overstrain: For every ten extra points of Overstrain, You the skeletons and zombies you animate are persistent from lingering effects of your force on them. They don't die until -10 HP and have Regeneration Fast Healing 1 due to the regathering of bone particles.
Regeneration makes you take non-lethal from anything other than Fire and Acid, and you heal extra points per hour. Fast Healing means you heal the number per round, at the beginning of your turn. I think you want the second.

This repeats in a number of powers where you list Regeneration.

Why is the Immediate Save or Die at 11, with a Save or Die in 1d4 days at 13?
The DCs are the same (10+1/2 Caster Level+Cha) so there's no reason to have the lesser effect at the higher level.

Bone Armor- You have it saying it gives the AC Bonus of full plate, then list AC bonus +6. Full plate grants +9 in Pathfinder. I assume you mean it has the same Armor Check Penalty (and Max Dex) of Full Plate? With a +6 Armor bonus? (+12 if doubled)
Quote:
Detonate Bone:
You cause bone to detonate. It deals 1d8 damage per size category larger then fine it is, + Cha mod = die. (+5 cha mod detonating a Medium size skeleton frame or singular chunk of bone would deal nine d8 damage) To all within Cha mod x5 ft from the origin (Reflex save for half) If used on a living creatures skeletal system, they are instantly slain if they fail a fortitude save DC= 10+1/2 class levels + charisma modifier. If the succeed, detonation does not occur. They instead take half the usual detonation damage.
Overstrain: for each additional point of strain, you add 1d8.
This is a capstone, granted at 19, when Wizards and Sorcerors and any other full caster has had 9th level spells for a while.
I suggest it be a "No save, just die" with spell resistance applying (And a save for those in the radius to take half). Creatures immune to critical hits are immune to the instant death, but take the explosion damage with no save. Creatures immune to Death Effects, but who still posess a skeletal structure, are instead Destroyed.

Finally, you've got the Teleportation effect at level 17! With distance equal to Cha Mod * 10, which is the shortest distance for a teleportation effect in the game.
(No, really)
It's listed as a move action, which makes some of the sense, but Quickened Teleport is a lv 9 equivalent spell (Same level) and goes much, much farther.
Also, there's no listed target or save. I can't tell if this is Personal, Single Target, Any number of targets, etc.
I could see a 9th level teleportation effect moving someone Cha Mod *10 feet with no save. Maybe even with no SR, seeing as simply moving them is highly unlikely to kill them. (If the destination point needs to be visable anyhow. If you could port them underground then a save would be appropriate)

Affliction:

I stopped reading when I hit Antiward, and skimmed over the later versions.

What.
just...
What.
Roll a D20 and get an 11 or higher to aid an ally? which goes up 'till it's impossible to do so?
I could see a caster level check, or a will save (as say, Sanctuary), or even force the target to save against beneficial magic (Like the barbarian rage variant) but to just leave it to a flat D20?
At level *1*??
And it upgrades for free.
This is simply broken. Make it a will save, either for the target or for the person attempting to aid him.

Last edited by Acanous : 06-09-2012 at 09:31 PM.
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Old 06-09-2012, 09:34 PM   Top  -  End  -  #26
Cipherthe3vil
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Default Re: The Necromancer [PF] because trying to name it something else is futile.

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Just wondering, but would the souls of palidins/small children count as pure?
Yep


@Acanous:
Considering, Fixing, Changing, and adding.
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Old 06-09-2012, 09:42 PM   Top  -  End  -  #27
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Default Re: The Necromancer [PF] because trying to name it something else is futile.

good. Now I finally have a use for that preacher and that orphange they were forcing me to do community service at.....
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Old 06-09-2012, 09:58 PM   Top  -  End  -  #28
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Default Re: The Necromancer [PF] because trying to name it something else is futile.

Just a couple of little nitpicks, the regeneration at 20th level doesn't state what overcomes it so it is better than the Tarrasque's at that point, and the fast healing on the whole seems a bit excessive, I mean 15 at level 18 all day? Even 2 at level 3 is infinite self healing, which is not that bad but still could use some restrictions. Also with any necromancer you want to go undead, so what happens to the regeneration then, and hell what happens to the strain, does it just not work or function differently or does it function exactly like normal.
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Old 06-09-2012, 10:14 PM   Top  -  End  -  #29
Acanous
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Default Re: The Necromancer [PF] because trying to name it something else is futile.

The default for Regeneration is Fire and Acid.
I don't think I've ever seen Regeneration stated as bypassed by anything else, although it would be interesting to see regeneration bypassed by Cold.
(You know, 'cuz that would make sense)

Her use of "Necromancer" here is for lack of a better term. There's actually no "Real" undead involved (they count as constructs)
see thread title.

Fast Healing is Fast Healing. The Other necromancer gets it too, at the price of a feat or for free with capstone. The D8 HD PLUS fast healing may be a bit excessive, but I'm reasonably certain the fast healing is intended to counteract your use of the class abilities, such as overstrain. You're taking self-inflicted damage every round, and a lot of it. You'd need to playtest this at a variety of levels to determine if the fast healing is excessive.
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Old 06-10-2012, 04:41 AM   Top  -  End  -  #30
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Default Re: The Necromancer [PF] because trying to name it something else is futile.

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The default for Regeneration is Fire and Acid.
I don't think I've ever seen Regeneration stated as bypassed by anything else, although it would be interesting to see regeneration bypassed by Cold.
(You know, 'cuz that would make sense)
War troll's regeneration is only bypassed by acid. Solar and Planetar's regeneration is bypassed by evil-aligned weapons and spells. Atropal's is only bypassed by damage from good or sentient weapons. Dream Larva's regeneration in only bypassed by good or lawful or weapons forged by a sleep walking blacksmith.

And I wouldn't assume that regeneration by default is only bypassed by acid and fire because mostly it's just trolls that work that way.

Quote:
Her use of "Necromancer" here is for lack of a better term. There's actually no "Real" undead involved (they count as constructs)
see thread title.
And actually necromancy doesn't just involve undeath, it involves the control over life and death. If you look at the necromancy school of magic you notice that there are many spells that don't raise undead, a lot of them kill people, affect their physical health or drain health and transfer it to someone else.
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