Author Topic: Necromantic Index & General Discussion  (Read 32353 times)

Offline Stratovarius

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Re: Necromantic General Discussion
« Reply #60 on: June 20, 2014, 08:42:06 AM »
Overlord is well underway.

Offline Stratovarius

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Re: Necromantic General Discussion
« Reply #61 on: June 20, 2014, 09:45:53 AM »
And now all but done. Just not sure what to do for the upper level capabilities.

Offline Stratovarius

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Re: Necromantic General Discussion
« Reply #62 on: June 21, 2014, 09:56:22 AM »
Renamed the Necromant to the Necromancer, to avoid confusion with necromant being both a class name and the replacement for "caster".

Offline Garryl

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Re: Necromantic General Discussion
« Reply #63 on: June 23, 2014, 12:10:44 AM »
Vein of Bone necros all have their costs as 1 token.

Offline Stratovarius

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Re: Necromantic General Discussion
« Reply #64 on: June 23, 2014, 12:13:49 AM »
Vein of Bone necros all have their costs as 1 token.

I know, never finished the Vein. On the to do list. It's basically spell level * 1 (round), 2 (hours), 3 (week). You can look at one of the other veins as comparison.

Offline Stratovarius

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Re: Necromantic General Discussion
« Reply #65 on: June 23, 2014, 10:25:29 AM »
Overlord is complete, and ready to go. Die for the horde! :D

Offline Stratovarius

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Re: Necromantic General Discussion
« Reply #66 on: June 23, 2014, 11:36:34 AM »
Boncyff feats are massively increased. Still need to create the Lifebond feats, as well as work on the prestige class(es).

Offline Stratovarius

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Re: Necromantic General Discussion
« Reply #67 on: June 24, 2014, 09:22:32 AM »
Vein of Bone is finally complete. That leaves only the Vein of Poison to be done.

Offline Stratovarius

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Re: Necromantic General Discussion
« Reply #68 on: June 25, 2014, 08:33:39 AM »
Vein of Poison levels 1-3 are now complete. Good for all your Poison, Acid, and Disease needs.

Offline Stratovarius

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Re: Necromantic General Discussion
« Reply #69 on: July 11, 2014, 01:01:36 PM »
Looking at the calculation for grave tokens (ability modifier times class level times 1/2), it was designed for Psions, and produces far too many bonus grave tokens compared to the number granted by class features. Suggestions on a replacement? It probably needs to produce a quarter or fifth of what it does now. Meaning it could just be * 1/10th as a test, but at low levels that drops the number of tokens down almost to nothing.

Offline Stratovarius

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Re: Necromantic General Discussion
« Reply #70 on: May 30, 2015, 07:41:05 AM »
Various things I'm planning on changing -

1) Rebalance the Necromantic Companions (Wheep and Angel of Decay, I'm looking at you)
2) Multiple Necromantic Companions have the ability to Create Spawn, although this is disallowed by the Necromantic Rules. Currently those are just dead levels. Unsure how to replace.
3) As mentioned in the previous post, dropping the number of bonus grave tokens.
4) Create feats that boost the Companions (take a note from the Totemist feats)

Offline Stratovarius

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Re: Necromantic General Discussion
« Reply #71 on: May 30, 2015, 07:56:56 AM »
Looking at the calculation for grave tokens (ability modifier times class level times 1/2), it was designed for Psions, and produces far too many bonus grave tokens compared to the number granted by class features. Suggestions on a replacement? It probably needs to produce a quarter or fifth of what it does now. Meaning it could just be * 1/10th as a test, but at low levels that drops the number of tokens down almost to nothing.

Changed as follows:

Necromancer is Class * Mod * 1/4
Overlord is Class * Mod * 1/5
Vivisector is Class * Mod * 1/5

That cuts down the amount of bonus tokens to something reasonable.

Offline Stratovarius

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Re: Necromantic General Discussion
« Reply #72 on: May 30, 2015, 08:36:10 AM »
Necromantic Companion changes:

Bloodmote Cloud collapsed to one level.
Changed the Deathlock so it can subsequently level in Arcanist much more easily.
Dessicator collapsed to one level.
Dire Maggot collapsed to one level.
Updated the Slaymate to apply to necros, not spells.

Unsure of whether to collapse the Rainment & Slaymate.

Offline Stratovarius

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Re: Necromantic General Discussion
« Reply #73 on: July 02, 2015, 02:56:44 PM »
Added three more necros to the Vein of Poison, and reflavoured slightly all the Necromantic races to fit into Marleath.

Edit: Another four more necros added to the vein of poison. 14 more to go.
« Last Edit: July 02, 2015, 08:45:22 PM by Stratovarius »

Offline Stratovarius

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Re: Necromantic General Discussion
« Reply #74 on: August 19, 2015, 08:06:24 AM »
So, been looking over the Vein of Poison again, and cleaning up a few minor editing errors therein. To be honest, it feels like the least inspired/weakest of the five Veins, and I'm not sure how to change that...

Offline Stratovarius

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Re: Necromantic General Discussion
« Reply #75 on: September 15, 2015, 09:10:57 AM »
Another thought: Right now, the general rules allow a Necromantic class to swap its companion to anything else with a little bit of work. I'm debating changing it so that the companion can be reassembled if destroyed, but once chosen is a permanent choice. It'll cut down on the powergamey swapping companions around into something else, as well as make the rules a little simpler.

Offline skydragonknight

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Re: Necromantic General Discussion
« Reply #76 on: September 30, 2015, 03:24:46 AM »
Or the standard "can swap it when you gain a level." Either way, simplicity is undervalued in good game design.
Hmm.

Offline Stratovarius

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Re: Necromantic General Discussion
« Reply #77 on: September 30, 2015, 07:51:02 AM »
Or the standard "can swap it when you gain a level." Either way, simplicity is undervalued in good game design.

New companion rules are up. Tried to clean up a few things, as well as make them easier to deal with.

Necromantic Companions
The Necromant is a scavenger, constantly hording parts of undead beings and building them together to form servants, warriors, and traveling companions, each with their own purposes and utility. Most often, that is the simple brute force application of combat, but other times, skillful or intelligent creatures are needed, and are crafted at that time.

As directed by the chosen base class, the Necromant may have one or more necromantic companions. These are generally treated like cohorts from the Leadership feat, except as follows. The companion must be a type of undead creature or undead associated creature, chosen from the list of companion classes. Necromantic companions, who use the elite array for statistics, must choose a companion class, and take levels in that class until the class is complete. Once the necromantic companion has taken all the levels of its companion class, it is free to multiclass into any class desired, although most will do better in melee oriented classes.

An intelligent companion can disagree with any order which he is given, provided it can be reasonably assumed to send the companion into serious danger of its unlife. If such is the case, the Necromant and the companion have an opposed Charisma check. If the Necromant wins, the companion obeys, otherwise, the companion refuses and cannot be forced into the order. Mindless creatures always follow orders to the best of their abilities.

If a necromantic companion is destroyed, it takes a Necromant one day per hit dice of the companion to reassemble the companion. It returns with the same class levels as it had before it was destroyed. In order to bring the companion back to life, the Necromant must undertake a ceremony that is one hour long, and as part of the ceremony, pay a number of grave tokens equal to three times the companion's hit dice. If he cannot pay, the ceremony fails and the companion remains dead. However, the Necromant may retry the ceremony later.

Any necromantic companion who is not naturally undead is treated as a corporeal undead for the purposes of all necromantic abilities, including ones that would normally heal undead creatures only.

Characters that have multiclassed into non-companion granting classes count only their companion granting classes when determining the maximum level of the necromantic companion. Characters that have multiclassed into other companion granting classes count all of their companion granting classes when determining the maximum level of the necromantic companion. However, they may only have a number of companions equal to the maximum granted by their highest level necromantic companion granting class. Thus, if a character was an Overlord 8/Necromancer 12, he would determine his necromantic companion as if he was level 20, but could only have 1 companion, as that is all Necromancer allows. All necromantic companions have an ECL of the total level of companion granting classes -2 (minimum companion level 1), unless otherwise specified.

Regardless of class, feat, or ability taken, a necromantic companion never gains a cohort, familiar, animal companion, or other type of follower. This includes created undead and summons.

Offline Stratovarius

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Re: Necromantic General Discussion
« Reply #78 on: September 30, 2015, 02:12:33 PM »
Added another three Necros to the Vein of Poison. Also replaced a boring one with a vermin focused necros instead.

11 more to go. And I feel very uninspired. Again.

Offline Stratovarius

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Re: Necromantic General Discussion
« Reply #79 on: October 16, 2015, 06:18:45 PM »
Gave the Spiritwalker entry requirements. A level 5 Necromancer or Overlord can enter.