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| Techpriest88 (talk) | |
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| Date Created: | 5/13/10 |
| Status: | In progress. |
| Editing: | Please suggest on talk page. |
{{#set:Type={{{type}}}|Summary=<--One or two sentence description of class (shows up on the nav pages)-->}}
Necromancer
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| “ | Any fool adept can create a horde of wretched shambling minions. A true master of undeath prefers quality over quantity. | ” |
Class Traits
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| Role: | Controler. You channel dark energies, often through your undead companion, shaping the battlefield with your terrifying magic.. |
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| Power Source: | Shadow. Your power comes from an undersnding of life and death, a combination of mystic devotion and cold science. As such, you draw upon the same energies of the Shadowfell that animate most undead.. |
| Key Abilities: | Constitution, Intelligence, Wisdom |
| Armor Proficiencies: | Cloth |
| Weapon Proficiencies: | Simple melee, simple ranged |
| Implement(s): | Dagger, Orb |
| Bonus to Defense: | +2 Fortitude |
| Hit Points at 1st Level: | 12 + Constitution score |
| Hit Points per Level Gained: | 5 |
| Healing Surges per Day: | 6 + Constitution modifier |
| Trained Skills: | Arcana or Religion. From the class skills list below, choose four more trained skills at 1st level. Class Skills: Arcana (Int), Dungeoneering (Wis), Endurance (Con), Heal (Wis), Insight (Wis), Intimidate (Cha), Nature (Wis), Religion (Int) |
| Build Options: | Cursing Necromancer, Bolstering Necromancer |
| Class Features: | |
Necromancers seek to master the secrets of undeath by studying the nature of both mortality and magic. They are masters of the forces governing life and death, using their expertise to tap into the true potential of their undead companions. Perhaps they have a great many minions - fruits of their experimentation thusfar, but they are quick to realize the benefits of subtlety in a world hostile to their Dark Arts.
You were entranced by the secrets of mortality and the possibilities offered by undeath. The forbidden lore that would repulse another is your bread and butter. Perhaps you aspire to command an army of undead and secure a realm of your own. Or do you wish to join their ranks as an Archlich?
Whatever your goals, you have much to learn. You've gathered a band of adventurers around yourself - a rare bunch who can tollerate your taboo obsession. Will you achieve your dreams? Or will fate catch you in its crosshairs, just another corpse to be animated by your peers?
Creating a Necromancer
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The necromancer has two basic builds to start: the cursing necromancer and the bolstering necromancer. Necromancers rely upon Constitution for their attacks. Wisdom aids their curses, while Intelligence aids their companion-centric powers and AC.
More to come a little later...
Cursing Necromancer
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- Suggested Feat: (Human Feat:)
- Suggested Skills:
- Suggested Encounter Power:
- Suggested Daily Power:
Bolstering Necromancer
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- Suggested Feat: (Human Feat:)
- Suggested Skills:
- Suggested Encounter Power:
- Suggested Daily Power:
Necromancer Class Features
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All necromancers share these class features.
Ritual Casting
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You gain the Ritual Caster feat (PH 200) as a bonus feat, allowing you to use magical rituals.
Undead Mastry
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You gain an undead companion, chosen from one of these categories: Skeleton, Wraith, Zombie. These categories do not describe specific undead, seeing as the necromancer's companion is a modified and enhanced creature, but rather refer to groups of similarlly themed creatures. You decide the creature’s relevant details — although the corpse used to create it often decides many of its external features. (These details do not effect the creature's statistics.)
Your undead companion is like an extension of your will. Using your actions in combat, you control your undead companion by issuing it commands just as a ranger does a beast companion (see “Commanding a Beast Companion,” MP 41).
Your undead companion is considered a creature and an ally and can be affected by powers. A cleric can heal it with healing word, a warlord can give it a melee basic attack with commander’s strike, and so forth. You and your undead companion are treated as separate creatures.
You can have only one undead companion at a time. You can dismiss your undead companion at any time, but gaining a new one isn’t a simple task. The link between a necromancer and his or her undead companion is not merely one of master and servant, but a mystic bond that reaches into the depths of a necromancer's soul.
As part of the research you performed that taught you to form a mystic bond with an undead creature, you learned the Animate Undead Companion ritual, which allows you to create your companion from bodies of the dead.
Undead Categories
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Skeleton Statistics
- Ability Scores: Strength 14, Constitution 12, Dexterity 16, Intelligence 6, Wisdom 12, Charisma 6
- Size: Medium
- Speed: 6 Squares
- Defense: AC 12 + level, Fortitude 12 + level, Reflex 12 + level, Will 10 + level
- Hit Points: 12 + 8 per level
- Attack Bonus: Level + 4
- Melee Basic Attack: Claw; level + 4 vs. AC; 1d8 + Dexterity modifier damage.
- Opportunity Attacks: A skeleton gains a +2 bonus to the attack roll when making an opportunity attack.
- Trained Skills: Endurance, Perception
Wraith Statistics
- Ability Scores: Strength 4, Constitution 12, Dexterity 14, Intelligence 6, Wisdom 12, Charisma 16
- Size: Medium
- Speed: fly 6 Squares (hover), phasing
- Defense: AC 12 + level, Fortitude 10 + level, Reflex 12 + level, Will 12 + level
- Hit Points: 8 + 4 per level
- Insubstantial: A wraith has insubstantial.
- Attack Bonus: Level + 2
- Melee Basic Attack: Shadow Touch; level + 2 vs. Reflex; 1d6 + Charisma modifier necrotic damage.
- Combat Advantage: When a wraith has combat advantage against a target, it deals extra necrotic damage equal to 1d6 per tier.
- Trained Skills: Perception, Stealth
Zombie Statistics
- Ability Scores: Strength 16, Constitution 14, Dexterity 12, Intelligence 6, Wisdom 12, Charisma 6
- Size: Medium
- Speed: 5 Squares
- Defense: AC 12 + level, Fortitude 14 + level, Reflex 10 + level, Will 10 + level
- Hit Points: 16 + 10 per level
- Attack Bonus: Level + 2
- Melee Basic Attack: Slam; level + 2 vs. AC; 1d12 + Strength modifier damage.
- Grabbing: Targets grabbed by a zombie take a -5 penalty on checks made to escape.
- Trained Skills: Athletics, Endurance
Companions logically capable of carrying weapons may make basic attacks with them instead (ie. skeletons and zombies, but not wraiths).
Necromancer Powers
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Level 1 At-Will Attack
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Level 1 Encounter Attack
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Level 1 Daily Attack
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Level 2 Utility
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At-Will
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Encounter
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Daily
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Level 3 Encounter Attack
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Level 5 Daily Attack
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Level 6 Utility
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At-Will
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Encounter
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Daily
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Level 7 Encounter Attack
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Level 9 Daily Attack
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Level 10 Utility
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At-Will
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Encounter
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Daily
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Level 13 Encounter Attack
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Level 15 Daily Attack
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Level 16 Utility
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At-Will
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Encounter
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Daily
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Level 17 Encounter Attack
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Level 19 Daily Attack
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Level 22 Utility
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At-Will
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Encounter
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Daily
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Level 23 Encounter Attack
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Level 25 Daily Attack
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Level 27 Encounter Attack
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Level 29 Daily Attack
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All These lists are organized alphabetically
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