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Old 03-09-2010, 04:28 PM   Top  -  End  -  #1
Morrolan
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Post D&D 3.5 Homebrew: Reborn Necromancer [PEACH]

REBORN NECROMANCER


(Amazing picture done by akakuma)

Hit Die: d12. (see text)

REQUIREMENTS
To qualify to become a reborn necromancer, a character must fulfill all of the following criteria.
Alignment: Any nongood
Skills: Knowledge (arcane) 4 ranks, Knowledge (religion) 9 ranks, Knowledge (the planes) 4 ranks, Heal 4 ranks.
Feats: Corpsecrafter and either Spell Focus (evil) or Spell Focus (Necromancy).
Spells: Able to cast animate dead as a spell or spell-like ability.
Special: Able to rebuke undead or able to cast command undead.
Special: If the character draws power from domains, he must have access to one of the following: Death, Deathbound, Evil, Hunger, Necromancy, Undead, Undeath.

CLASS SKILLS
The reborn necromancer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcane) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha)
Skill Points at Each Level: 2 + Int modifier.


REBORN NECROMANCER
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpellcasting
1st
+0
+0
+0
+2
Magic of the Unliving, Rebuke Undead, Unholy Rebirth-
2nd
+1
+0
+0
+3
Aura of Dread, Train Undead+1 level of existing spellcasting class
3rd
+1
+1
+1
+3
Turn Resistance +2+1 level of existing spellcasting class
4th
+2
+1
+1
+4
Eternal Balance, Master's Call, Necromantic Prowess +1+1 level of existing spellcasting class
5th
+2
+1
+1
+4
Captain of Undeath, Ritual Master+1 level of existing spellcasting class
6th
+3
+2
+2
+5
Turn Resistance +4+1 level of existing spellcasting class
7th
+3
+2
+2
+5
Eternal Balance, Undead Versatility+1 level of existing spellcasting class
8th
+4
+2
+2
+6
Master's Demand, Necromantic Prowess +2+1 level of existing spellcasting class
9th
+4
+3
+3
+6
Turn Resistance +6+1 level of existing spellcasting class
10th
+5
+3
+3
+7
Eternal Balance, Eyes of the Dark Lord, General of Undeath-


CLASS FEATURES
All of the following are class features of the true necromancer prestige class.

Weapon and Armor Proficiency: Reborn necromancers gain no proficiency with any weapons, armor, or shields.

Spells per Day/Spells Known: At every level, except 1st and 10th, a reborn necromancer gains new spells per day (and spells known, if applicable) as if he had also gained a level in a previous casting class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats and so on). If she had more than one spellcasting class before becoming a reborn necromancer, she must decide to which class to add each level for the purpose of determining spells per day and spells known.

Magic of the Unliving (Ex): A reborn necromancer focuses on learning black magic, regardless of the source. He can learn and cast spells of the necromancy school from any spell list. If, however, the spell would normally be of the wrong type of magic (arcane/divine), it can only be learned and cast on a spell level higher than it would normally be, but the DC and other spell level bound variables do not change. Therefore, for example, a Cleric Reborn Necromancer cannot cast 9th level arcane necromancy spells and vice versa.

Rebuke Undead (Su): Reborn Necromancers get the ability to rebuke undead as an evil cleric. His effective cleric level for rebuking equals his Reborn Necromancer class level.
Reborn Necromancer class levels stack with levels of all other classes that grant the ability to rebuke undead for the purpose of determining the character’s effective cleric level for rebuking. See Turn or Rebuke Undead, page 159 of the Player’s Handbook. For example, a 7th-level cleric/5th-level reborn necromancer rebukes undead as a 12th-level cleric.

Unholy Rebirth: Upon attaining the first level, a reborn necromancer strengthens his bond with a strong unholy power, such as the negative energy plane or an evil deity. This requires one hour of meditation for every level in other classes the reborn necromancer has, which may be interrupted or broken up in smaller pieces. When this rite of meditation has been completed, the reborn necromancer seals his chosen fate with a one-hour ritual ending at strike of midnight. The reborn necromancer gains the Necropolitan Template from Libris Mortis without any character level, gold or xp loss. A reborn necromancer whom was already undead upon attaining this level stands for a choice: he can retain his old undead race or template, or can change into a necropolitan. This ritual pulls a part of the new reborn necromancer’s soul into the source of power, making it impossible to take a level in another class until the reborn necromancer has reached his tenth level.

Aura of Dread (Su): Unholy power grants the reborn necromancer strength, but there are drawbacks to this connection as well. From the second level, reborn necromancers are surrounded by an aura of fear. Living creatures in this aura feel tendrils of despair in their minds. Creatures in the area are aware that something unnatural is nearby. The Reborn Necromancer has a penalty to Diplomacy checks but a bonus to Intimidate checks when used on living creatures equal to half the amount of levels in the reborn necromancer prestige class. Creatures with animal intelligence try not to come close to the reborn necromancer. This aura projects over an area surrounding the reborn necromancer of 5 feet per reborn necromancer level.

Train Undead: A reborn necromancer swiftly learns that mindless undead minions are useful in many ways, but hard to handle. He therefore learns how to train small tricks to them, as if they were animals. He can treat undead without an intelligence score as animals with an intelligence score of 1 for training purposes, except that instead of handle animal, a reborn necromancer uses knowledge (religion).

Turn resistance (Ex): A reborn necromancer has gained immortality through the rite of unholy rebirth, but he can be defeated by warriors of good deities. He trains to resist these attacks, and gains an unnamed bonus to his turning resistance equal to the number shown in the table.

Eternal Balance: The forces of good and evil in the universe are kept in balance by an unseen force. In order for the reborn necromancer to gain more power, he must lose power in other ways. Every time this ability is listed on the table, all the reborn necromancer’s hit die decrease to a lower even number. Since every hit die he had were changed to d12 by becoming undead, the progression is as follows: levels 1-3 d12, 4-6 d10, 7-9 d8, 10 d6.

Master´s Call (Su): A reborn necromancer of 4th level can perform a greater rebuking against undead in place of a regular rebuke attempt. The greater rebuking is like a normal rebuking except that the undead creatures that would be rebuked are commanded instead. This ability is usable 1/week and costs four rebuking attempts instead of one.

Necromantic Prowess (Ex): The reborn necromancer’s specialization in necromancy spells increases as he gains more power. He receives the indicated number as a bonus on the caster level and save DC’s of any necromancy spells he casts.

Captain of Undeath: A reborn necromancer can control more undead than other masters of the undead can. The multiplier in the calculation of the total amount of controllable undead with animate dead increases by 2. For example: if the reborn necromancer would normally be able to control 4 HD per caster level, he can now control six 6 HD. The total number of controllable undead with rebuke undead increases by 1 per class levels that grants the ability.

Ritual Master (Su): Some reborn necromancers think that blood contains power and others say it is the soul that is the real source of strength of any living being. Although they may never reach consensus on this subject, they agree on one thing: scarification unleashes power that can be used. You can sacrifice living creatures to empower the rituals you know that create undead. If these creatures are willingly sacrificing themselves, they give up their soul or blood power for your purposes, increasing the granted power even more. If the creature to be sacrificed is unwilling, it must have at least half the amount of HD the undead to be created will have, or he will grant no power to a reborn necromancer. Sacrificing a creature during an animate dead, create undead or create greater undead spell grants certain benefits. You may lower the amount of onyx the ritual costs by 25 gp per HD sacrificed. The body of the creature that you are using for the creation of an undead does not grant this power. Sacrificed creatures have to die during the ritual to empower it. After the ritual, when the creatures to be sacrificed are dead, they cannot be resurrected except by a true resurrection or wish spell. When this happens, the undead you created with a his soul crumbles to dust.

Undead versatility: The reborn necromancer knows that there are at least a hundred different kinds of undead on the material plane, and more must inhabit other planes of existence. With research, he may try to create them all with his undead creation spells. This is a complicated process, but greatly increases the variety of the undead he can create.
The reborn necromancer can attempt to create a normally unknown undead with the undead creation spells he has. The first table below shows all undead he could create, listing the minimum caster level required, the spell to be used and any other special requirements. Every time he creates an undead that is not listed as 'Already Known' at the Skill check DC column, he must make a knowledge (religion) check with a DC equal to the one listed. If the check succeeds, he can create the undead. If the check result is lower than the listed DC the material components required for the creation of the undead are lost, and no undead is created.
A reborn necromancer can also try to permanently learn to create a specific undead. He must make a knowledge religion check with a DC of the listed DC + 5. This research takes an hour of meditating, reading or communicating with his god, but if the check is made, the undead is added to the list of the creation spell, and no more check will be needed to make that undead.
There are also templates available to add to the reborn necromancer's undead, listed in the second table. If they are to be added to a not yet researched undead, the caster level and skill check DC increase with the given number. If the undead has been researched, only the minimum caster level increases. This number is also added to determine the HD the create has for purposes of controlling them.
For example: A reborn necromancer wishes to create a boneclaw with the evolved undead template. Normally the boneclaw would require a caster level of 15 and a knowledge (religion) check of 25, but the template heightens them to 16 and 26. A boneclaw normally has 10 HD, which takes up 10 HD if you are going to controll it for example with rebuke undead, but the template makes him count as an undead of 11 HD.
He could also first research the boneclaw, making a knowledge (religion) check with a DC of 30, which will allow him to create the boneclaw with the template without making the knowledge (religion) check during the ritual.


Undead Versatility: Creations
Spoiler


Undead Versatility: Templates for Undead
Spoiler


Master’s Demand (Su): This ability functions like and replaces Master’s Call except that it requires only two turning attempts instead of four, and can be used 2/week.

Eyes of the Dark Lord (Su): The amount of control the reborn necromancer has over his undead increases every day. At tenth level, he can look through the eyes of any intelligent undead he is currently commanding. The undead must be within a radius of 1 mile of the reborn necromancer. Looking through the eyes of an undead requires a full round action to start watching, and another to stop. While the reborn necromancer is in the undead’s mind, he leaves his own body in a sleep-like state. The reborn necromancer may look through the undead’s eyes and he may use its mouth to speak, but no other actions may be taken.

General of Undeath: Reborn necromancers of this level can create enormous armies of crawling undead, and keep them all under his control. You may add the modifier of the ability score you cast spells with to the multiplier to determine the amount of undead you can command, and you may double the amount of undead you can command with rebuke undead. You may also add half this ability modifier as a bonus to your caster level of the following spells: animate dead, command undead, create undead, create greater undead.

---------------------------------------------------------------------------------------------------------------------
NEW FEATS

Planar Corpsecrafter
Requirements: Undead Versatility Class Feature, Knowledge (The Planes) 9 ranks
You can add new templates to your undead using the following statistics:
Spoiler


Animal Corpsecrafter
Requirements: Undead Versatility Class Feature, Knowledge (Nature) 9 ranks
You can add new templates to undead created from animal corpses using the following statistics:
Spoiler


---------------------------------------------------------------------------------------------------------------------


NOTES



Things to mind:
-English is not my native language, so there's bound to be some mistakes. If you see some, point them out if you like.
- Most of these abilities originate from WotC material, but some of it was inspired by the Tome of Necromancy.

Things I'd like from you:
- Whether it is or isn't balanced and why. (and what to do about it?) Pretty balanced now; roleplay penalties, campaign bound etc.
- Other ways to explain undead versatility? It's currently quite vague and doesn't cover every posibility. Got a better way, updating soon. - Things you miss?
- Other names? I'm still looking for an alternative. I'm actually quite content with the current name.
- How the hell do you create a table in these forums. (Currently: Table = Picture check
- Anything you deem useful.

To-Do list (for me):
- reword: Train Undead, Magic of the Unliving, rebuke undead, Undead Versatility - check
- Recreate ritual master to scale with the undead to be created? check
- Change Eyes of the Dark Lord distance limit? check
- Revise General of Undeath
- remove/change knowledge skills? check
- reread the entire thing check
- naming abilities (SU) or (EX) check

Thanks to all in advance!

Last edited by Morrolan : 11-06-2012 at 09:18 AM.
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Old 03-09-2010, 04:38 PM   Top  -  End  -  #2
karpik777
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Default Re: D&D 3.5 Homebrew: Reborn Necromancer

Taken from the Guide to Homebrewing. The spoiler includes a noparse tag, so it doesn't show the table but the code. Fill with your class' abilities etc.

Spoiler
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Old 03-09-2010, 04:39 PM   Top  -  End  -  #3
JoshuaZ
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Default Re: D&D 3.5 Homebrew: Reborn Necromancer

Look at some other PrCs to get the method for creating tables.

They seem to have a lot of skills. Why do they get all knowledge skills? A necromancer probably at very most is going to need Knowledge(Religion), Knowledge(Arcana) and maybe Knowledge(the Planes).

You should specify which abilities are supernatural and which are extraordinary.

It seems a bit odd that the levels stack with rebuking but that you don't actually get rebuking.

I like Unholy Rebirth.

Magic of the Unliving may need some specifications. Does it count as a spell one level higher or only use a higher level spell slot? This may matter for saves. Do the spells count as if they are part of your class list? If so, this is going to be a problem if a Dread Necromancer takes the class since they would then get access to *all* necromancy spells. Yet, the class fits them very well. Unfortunately, they essentially already get the ability to add necromancy spells from the sor/wiz or cleric lists so they won't actually get this benefit in a substantive way if it isn't in general. This leads to the odd situation of this class allowing a wizard to potentially out necromance the dedicated necromancer.

Train Undead- this is just weird. Can you normally use handle animal at all for undead? Also, wouldn't it make more sense to use Knowledge(Religion) here rather than spellcraft?

Overall I like this. Necromancy is definitely a neglected school. And this looks like it may be balanced. At least I don't see anything that strikes me as obviously too weak or too broken.
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Old 03-09-2010, 04:47 PM   Top  -  End  -  #4
Morrolan
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Default Re: D&D 3.5 Homebrew: Reborn Necromancer

Quote:
Originally Posted by karpik777 View Post
Taken from the Guide to Homebrewing. The spoiler includes a noparse tag, so it doesn't show the table but the code. Fill with your class' abilities etc.

Spoiler
Thanks! Filling in the blanks atm.

Quote:
Originally Posted by JoshuaZ View Post
They seem to have a lot of skills. Why do they get all knowledge skills? A necromancer probably at very most is going to need Knowledge(Religion), Knowledge(Arcana) and maybe Knowledge(the Planes).
I have not posted a reason for those skills, true. I had some orginisation in mind that would require study in different areas, but that is not really important. I'll add a note to it r something.

Quote:
Originally Posted by JoshuaZ View Post
You should specify which abilities are supernatural and which are extraordinary.
Very true, totally forgot!

Quote:
Originally Posted by JoshuaZ View Post
It seems a bit odd that the levels stack with rebuking but that you don't actually get rebuking.
I meant that ^^

Quote:
Originally Posted by JoshuaZ View Post
I like Unholy Rebirth.


Quote:
Originally Posted by JoshuaZ View Post
Magic of the Unliving may need some specifications. Does it count as a spell one level higher or only use a higher level spell slot? This may matter for saves. Do the spells count as if they are part of your class list? If so, this is going to be a problem if a Dread Necromancer takes the class since they would then get access to *all* necromancy spells. Yet, the class fits them very well. Unfortunately, they essentially already get the ability to add necromancy spells from the sor/wiz or cleric lists so they won't actually get this benefit in a substantive way if it isn't in general. This leads to the odd situation of this class allowing a wizard to potentially out necromance the dedicated necromancer.
The description is quite short indeed. I'll revise it tomorrow morning.

Quote:
Originally Posted by JoshuaZ View Post
Train Undead- this is just weird. Can you normally use handle animal at all for undead? Also, wouldn't it make more sense to use Knowledge(Religion) here rather than spellcraft?
I meant that you can treat them as animals for training purposes except for the skill used for it. Switching to Know:Religion might be better, will think about it and revise tomorrow.

Quote:
Originally Posted by JoshuaZ View Post
Overall I like this. Necromancy is definitely a neglected school. And this looks like it may be balanced. At least I don't see anything that strikes me as obviously too weak or too broken.
I think my DM will disagree, but thx anyway!
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Old 03-10-2010, 05:06 PM   Top  -  End  -  #5
Morrolan
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Default Re: D&D 3.5 Homebrew: Reborn Necromancer

Update Notice:

I've updated several abilities. All thats left is recreating (or animating?) ritual master and undead versatility.
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Old 03-13-2010, 05:14 AM   Top  -  End  -  #6
Morrolan
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Default Re: D&D 3.5 Homebrew: Reborn Necromancer

Second Update Notice:

Huge update this time, instead of forcing the player to calculate everything, I made a list of all of the undead I could find. Some other things have been revised, but Undead Versatility has played the biggest part in this update ^^

I'd appriciate more comments tho
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Old 04-06-2010, 01:31 PM   Top  -  End  -  #7
Dante & Vergil
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Default Re: D&D 3.5 Homebrew: Reborn Necromancer

I noticed you have Slaymates up there. You may need to put a limit on how many you can have, because their Pale Aura is very nasty with just one hanging around.
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Old 04-06-2010, 02:40 PM   Top  -  End  -  #8
imp_fireball
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Default Re: D&D 3.5 Homebrew: Reborn Necromancer

I've got one question: How did redcloak create the haecuva and deathknight if he wasn't 19th level? Assuming your standard for requirement came from the cleric's ability to create undead.
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Old 04-07-2010, 07:43 PM   Top  -  End  -  #9
Dante & Vergil
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Default Re: D&D 3.5 Homebrew: Reborn Necromancer

Necromanctic feats might have been the cause.
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Old 04-08-2010, 10:28 AM   Top  -  End  -  #10
Morrolan
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Default Re: D&D 3.5 Homebrew: Reborn Necromancer

Yea slaymates are indeed a problem using my own rules. I was thinking of letting the DM rule that the slaymate's ability doesn't stack on you.

Redcloak dabbled in ancient and dark magic r something? I dunno, I just took the spells as standard.
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Old 04-08-2010, 12:35 PM   Top  -  End  -  #11
Jack of Spades
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Default Re: D&D 3.5 Homebrew: Reborn Necromancer

I'll start with a teeny-tiny nitpick:
Quote:
Originally Posted by Morrolan
like an evil cleric
From what I've read, the wording should be "as an evil cleric"
Now, on to seriousness.

Quote:
Originally Posted by Morrolan
Aura of Dread (Su): .... This results in no actual penalties on anything, creatures in the area are merely aware that something unnatural is nearby.
It seems as though this should give a penalty to Diplomacy, otherwise it won't make a difference in any way other than roleplaying-- which means (to me) that it should be with the flavor, not an actual ability.

Quote:
Originally Posted by Morrolan
Master´s Call (Su): A reborn necromancer of 4th level can perform a greater rebuking against undead in place of a regular rebuke attempt. The greater rebuking is like a normal rebuking except that the undead creatures that would be rebuked are commanded instead. This ability is usable 1/week and costs four rebuking attempts instead of one.
A better way of stating this ability would be to say that the necromancer gets a bonus to his roll or to his class level for that rebuke attempt.
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Old 04-08-2010, 03:48 PM   Top  -  End  -  #12
Morrolan
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Default Re: D&D 3.5 Homebrew: Reborn Necromancer

Quote:
Originally Posted by Jack of Spades View Post
It seems as though this should give a penalty to Diplomacy, otherwise it won't make a difference in any way other than roleplaying-- which means (to me) that it should be with the flavor, not an actual ability.
Good idea, updated, what'dya think?

Quote:
Originally Posted by Jack of Spades View Post
A better way of stating this ability would be to say that the necromancer gets a bonus to his roll or to his class level for that rebuke attempt.
I used the sun domains greater turning, but made it rebuking instead. The text is exactely the same, so... dunno...
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Old 04-08-2010, 04:33 PM   Top  -  End  -  #13
Jack of Spades
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Default Re: D&D 3.5 Homebrew: Reborn Necromancer

I had never noticed the greater turning ability

I'm no good at the numbers end of this, but it seems like that might be too much of a bonus/penalty. Maybe half of their class level? I don't know. *Sits and waits for someone better at stats to come by*
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Old 05-03-2010, 04:08 PM   Top  -  End  -  #14
Morrolan
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Default Re: D&D 3.5 Homebrew: Reborn Necromancer

Set it to half;

After a few weeks of doing other stuff I reread the whole thing, and half seems better in the end.
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Old 05-04-2010, 02:27 PM   Top  -  End  -  #15
Dante & Vergil
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Default Re: D&D 3.5 Homebrew: Reborn Necromancer

I'm just gonna say again that this prestige class is awesome, and that it gives everything a necromancer could ever dream for.

Last edited by Dante & Vergil : 05-04-2010 at 02:27 PM.
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Old 05-08-2010, 02:51 AM   Top  -  End  -  #16
Morrolan
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Default Re: D&D 3.5 Homebrew: Reborn Necromancer

Thx!

I need a better explanation of unholy rebirth.
The question is: Do you create yourself (which means the Corpsecrafter feats apply to you) or no?
What do you think?
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Old 05-08-2010, 03:20 PM   Top  -  End  -  #17
Dante & Vergil
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Default Re: D&D 3.5 Homebrew: Reborn Necromancer

That's up to you. Do what you want with your class.
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Old 06-21-2010, 03:32 AM   Top  -  End  -  #18
Morrolan
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Default Re: D&D 3.5 Homebrew: Reborn Necromancer

Update: Added new feats for corpsecrafting fun and even more versatility!
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Old 06-23-2010, 03:34 PM   Top  -  End  -  #19
Dante & Vergil
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Default Re: D&D 3.5 Homebrew: Reborn Necromancer

The only thing missing is an epic picture.
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Old 12-10-2010, 06:13 PM   Top  -  End  -  #20
Morrolan
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Default Re: D&D 3.5 Homebrew: Reborn Necromancer

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The only thing missing is an epic picture.
Very well ^^
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Old 12-10-2010, 06:21 PM   Top  -  End  -  #21
Benly
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Default Re: D&D 3.5 Homebrew: Reborn Necromancer

It's still not clear what happens to a Dread Necromancer with Magic Of The Unliving. Dread Necromancers automatically know all the spells on their (normally rather small) spell list; does a DN/Reborn Necromancer know every necromancy spell ever?

(..honestly, I'm not even sure that's terribly broken. They get to poach necromancy spells with their Advanced Learning anyway and it's still hard to find good ones at a lot of levels.)
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Old 12-10-2010, 06:26 PM   Top  -  End  -  #22
Morrolan
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Default Re: D&D 3.5 Homebrew: Reborn Necromancer

Quote:
Originally Posted by Benly View Post
It's still not clear what happens to a Dread Necromancer with Magic Of The Unliving. Dread Necromancers automatically know all the spells on their (normally rather small) spell list; does a DN/Reborn Necromancer know every necromancy spell ever?
Basically, yes. (Unless it is a 9th level divine spell)
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Old 12-26-2010, 11:39 PM   Top  -  End  -  #23
Dante & Vergil
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Default Re: D&D 3.5 Homebrew: Reborn Necromancer

Nice picture!! Also, awesome with the Dread Necromancer. Still one of the coolest classes I've ever seen!
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Old 01-16-2011, 05:19 PM   Top  -  End  -  #24
Maho-Tsukai
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Default Re: D&D 3.5 Homebrew: Reborn Necromancer

Interesting class, and very powerful....however, it makes the DN completely purposeless since the one thing the Dread Necro had against the wizard and the cleric was undead mastery, the capstone for this class basicly gives Undead Mastery(sans the buffs to undead.) to wizards and clerics for their respective casting stats, making a DN a rather lousy choice in comparison. Personally, to fix this issue I would allow levels of Reborn Necromancer to count as DN levels for the purpose of calculating Undead Mastery. Also, General of Undeath should be made to stack with a DN's Undead Mastery.

In return for this massive boon to Dread Necros, you should make them have to swap spells from their list with necromancy spells from other lists if they want them rather then add basically every necromancy spell in existence(sans level 9 divine ones) to their list. The same should apply to sorcerers, favored souls and any other class with a limited number of spells known.

However, those things are all nitpicks and in the end the class is pretty awesome.

Also, would you allow me to use this class in a homebrew setting I am making? The class is rather perfect for certain villains in said setting and I would love it if you let me include said class in the setting. I will, of course, give full credit.
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Old 01-18-2011, 08:47 PM   Top  -  End  -  #25
Morrolan
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Default Re: D&D 3.5 Homebrew: Reborn Necromancer

I see your point, but this class was made more for wizards and clerics etc. I like the idea of dread necromancer but it is (in my opinion) underpowered and not well made.

And feel free to use the class! I'm honored :)

Thanks for the compliments guys!

By the way, I'm working on another prc for necros...
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Last edited by Morrolan : 01-18-2011 at 09:21 PM.
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Old 01-19-2011, 02:39 PM   Top  -  End  -  #26
Maho-Tsukai
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Default Re: D&D 3.5 Homebrew: Reborn Necromancer

Yeah, I know what you mean, Dread Necro's spell list was botched by wizards sadly. Also, one of my little projects makes a great entry into this class, the Undead Master ACF for wizards actually makes a necromancy specalist, well, good at necromancy. Also, I do have another question for you. I am currently working on quite a bit of Necromancy-related materals(mainly spells and new undead though some feats, ACFs, a few deities, a PrC(Ment exclusively for Dread Necromancers and focused on doing what Dread Necromancers do best, having more minions then everybody else.)and even playable races will be thrown in.) and I am wondering if you want to work togther with me making whatever you want thats somehow necromancy-related and then combind all of our collective work into a pdf(Or some other format.) that would be, more or less be a big resource for Necromancy in 3.5e and will be made publically avalible to players through the internet at absolutly no cost.(As in it will be a free pdf that will be downloadable and such.)

I would love if we could work togther on such a supliment and I already know that if you agree I can get an artist for it...and I also have somebody who can make the actual pdf as well, so we would more or less have a 4 person team.(My girlfriend, you and I will all be the homebrews(Both you and my girlfriend can keep whatever I make under control(As I have a tendency to make things too strong or weak innitally.), my girlfriend can handle the tech stuff and the artist is a friend of my girlfriend.) The only issue to iron out is the legality of a free/not for profit or even made by an established "company" pdf including refrences to non-OGL materal.(Such as the Deathbound Domain and Dread Necromancer base class.)

If the legal stuff makes a free pdf imposible then the next best thing would be to make a wiki for it, not unlike D&D wiki but focused pirmarily on Necromancy in D&D(though if it's popular enough and others want in I can see expanding it to all manner of content.). In the end, however, I wish to create a resource for Necromancer characters in D&D that makes Necromancy a viable option for more spellcaster classes then just Clerics and Dread Necromancers. Said resource would also include links to vital necro resources like Frank and K's Tome of Necromancy and K's Necromancy handbook, as well as a posible database of Undead creatures and even some helpful resources such as a listing of good creatures to animate and reasons why, as well as a listing of poor animation choices. Basicly, more or less a resource for members of all classes who are looking to deal with negative energy and the dark arts..(Which would mean stuff not just for fullcasters but also bards(Lets face it, a Necro Bard would be awesome.), blackguards, ect...and if we decide to we may also add our own base classes...)...Kind of like the "complete" seires but for necromancy and the dark arts.

If your interested please let me know here and then we can take the rest of this to PMs(and eventually IMs.).
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Last edited by Maho-Tsukai : 01-19-2011 at 03:14 PM.
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Old 01-19-2011, 03:22 PM   Top  -  End  -  #27
Morrolan
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Default Re: D&D 3.5 Homebrew: Reborn Necromancer

That sounds like a great idea!
I'll also read your Undead Master ACF.
We could search through GITP to find more necromancy homebrewers?
Anyways I suppose we can start discussing this via PMs.
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Old 01-19-2011, 03:34 PM   Top  -  End  -  #28
Maho-Tsukai
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Default Re: D&D 3.5 Homebrew: Reborn Necromancer

Awesome...also..PM sent. Oh, and that ACF is still WIP. I have some ballance issues with it at the moment so feel free to sugjest anything to make it better when you take a look.
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Old 11-06-2012, 09:17 AM   Top  -  End  -  #29
Morrolan
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Default Re: D&D 3.5 Homebrew: Reborn Necromancer

Hopefully (If the DM allows it), I will finally get to play this class soon! Can you believe I never played this prestige class, seeing as I created it 2 years ago...

But before that I though I would give it a small bump to get perhaps some more comments on the balance/overall power of the reborn necromancer, or perhaps features that you miss etc...

Anything is appreciated!
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