mikeejimbo
2010-04-07, 01:32 PM
This is a set of powers (and some feats) I have developed, intended for the Wizard to turn it into a zombie-summoner class. The powers may need a bit of balancing themselves, but more of a concern is how it would interact with the Summoning feats already in place, in addition to things like Tome of Binding and Summoner's Staff. I think Tome of Binding won't affect anything adversely if I allow it to interact directly with the summoned zombies. I do however have a feat that, if it stacked with the Tome of Binding, would provide way too many temporary hit points for your summoned zombies. However, since they are temporary hit points, they shouldn't stack, as the rules are written.
I am almost thinking that I should expand this into a base class (The Necromancer) instead of keeping it as a Wizard option - this would force people who want to stack all the summoning feats together to go through even more hoops just to get them.
The crux of the necromancy flavor is that zombies are summoned almost exactly the same way as normal summoned creatures, with a number of important differences. The most important difference is that there is an At-Will class feature for the Wizard (that replaces Arcane Implement Mastery) that allows him to summon a Minion-level zombie when another creature dies. However he is limited to between two to four of these at any one time, depending on level and feat selection. Unlike normal summoned creatures, however, the Wizard does NOT lose a Healing Surge when they die, which is fortunate because they are, after all, Minions.
The other differences are in the non-Minion zombies the Wizard can summon. For these, he does NOT lose a Healing Surge when they DIE, but instead must spend the Healing Surge up front, merely to summon them. Additionally, they must be summoned in a square adjacent to the Wizard, rather than at a range.
However, for both of these drawbacks, there is a major benefit to all these zombies Minion and non-Minion alike: There are powers that can be used through them, much like a Shaman's Spirit Companion.
I've had a few people look over the powers, and they say that they think they are balanced, if not underpowered. I feel like a few of them are too powerful, but I'm going to post them all as I have them now so you can see for yourself.
The powers will explain everything:
Class Feature: Zombie Leadership
Zombie Leadership replaces your Arcane Implement Mastery.
A zombie leader is a sort of type of warlord, only the troops he or she commands are the unliving. By maneuvering them around the battlefield, he or she can flank with allies, cause distractions and guide the enemy to where he or she wants them.
Benefit: If you have no Zombie minion currently active, you may, as a Standard Action, summon a single Zombie Minion in a square adjacent to you. This Minion follows all the normal rules of your Zombie Minions, including counting against your limit.
Additionally, you gain the following power as a class feature:
Animate Zombie Minion (Wizard Class Feature 1)
Drawing on the energy released at death, you create a minion under your command.
At-Will * Arcane, Implement, Summoning
Immediate Reaction | Close burst 10
Trigger: A creature in the burst other than a zombie under your or another Wizard’s control dies.
Effect: You summon a medium zombie minion in one of the squares which the triggering creature had previously occupied. You are then dazed until the end of your next turn. The zombie minion has move 5 and follows the normal rules for summoned creatures except it is a minion, possessing only one hit point, but taking no damage on a miss. It also cannot gain temporary hit points. Additionally, you do not expend a healing surge or take damage when the minion dies.
As a standard action, you may give the minion the following special command:
Standard Action Melee 1
Target: One creature
Attack: Intelligence vs. AC
Hit: 1d6 + Intelligence modifier damage
Increase to 2d6 + Intelligence modifier damage at 21st level.
Special: This counts as its melee basic attack.
Special: You may only have two minions active at once. (Three at 16th level or above.) Additionally, whenever you give an action to a minion, all of your currently active minions may take that action.
Zombie attacks: A power with a range including the word “zombie” means that the range is measured from any zombie under your control. For example, a melee zombie power means a zombie may make a melee attack, while a Ranged zombie 5 power means it may make an attack with a range of 5.
Powers
Zombie Claws (Wizard Attack 1)
Your undead creation obeys your command and then proves itself to be more agile than your enemies would guess.
At-Will * Arcane, Implement, Zombie
Standard Action | Melee zombie 1
Target: One creature
Attack: Intelligence vs. AC
Hit: 1d8 + Intelligence modifier damage and you may shift the zombie 1 square.
At level 21, increase damage to 2d8 + Intelligence modifier damage
Flailing Strike (Wizard Attack 1)
The beauty of the undead is that they can be reckless where you cannot.
Encounter * Arcane, Implement, Zombie
Standard Action | Melee zombie 1
Target: One or two creatures
Attack: Intelligence vs. AC, one or two attacks against the same or different creatures
Hit: 1d8 + Intelligence modifier damage and target is dazed until the end of its next turn.
Deathly Explosion (Wizard Attack 1)
Even powerful necromancers who lead armies of the undead like when stuff blows up.
Daily * Arcane, Implement, Necrotic, Zombie
Standard Action | Close blast zombie 2
Target: All creatures in blast
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier necrotic damage, ongoing 5 necrotic damage (save ends).
Miss: Half damage, no ongoing damage.
Effect: Destroy the zombie through which you cast this spell.
Sacrifice the Minion (Wizard Utility 2)
Because really, it’s what they’re for.
Encounter * Arcane
Immediate Interrupt | Ranged 5
Prerequisite: You must have a zombie within range
Trigger: You are hit with an attack
Effect: A zombie adjacent to you is hit with the attack instead. If there is no zombie adjacent to you, a zombie under your control within range moves adjacent to you first.
Acid Spit (Wizard Attack 3)
Disgusting, but effective!
Encounter * Acid, Arcane, Implement, Zombie
Standard Action | Ranged zombie 5
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier acid damage and target is blinded until the end of its next turn.
Undead General War Cry (Wizard Attack 5)
“The Raven Queen wears army boots!”
Daily * Arcane, Implement, Zombie[b]
[b]Standard Action
Effect: All zombies under your control may make the following attack:
Target: One creature
Attack: Intelligence vs. AC
Special: The zombie may shift 2 squares either before or after the attack.
Hit: 1d8 + Intelligence modifier damage
Cover Ally (Wizard Utility 6)
Like playing hot potato with Sovereign Glue!
Encounter * Arcane
Immediate Interrupt | Ranged 10
Prerequisite: You must have a zombie currently under your control and within 5 squares of the triggering creature to use this power.
Trigger: You or an ally within range is hit with an attack.
Effect: A zombie adjacent to the triggering creature is hit with the attack instead. If there is no zombie adjacent to the triggering creature, a zombie under your control within 5 squares of the triggering creature first moves adjacent to that creature.
Grappling Strike (Wizard Attack 7)
C’mere you big lug! Have a zombie hug!
Encounter * Arcane, Implement, Zombie
Standard Action | Melee zombie 1
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier damage, target is grabbed.
Create Minor Undead (Wizard Attack 9)
You have learned to tap directly into planes of death and negative energy. You tear substance from it to form a being under your command.
Daily * Arcane, Implement, Summoning
Standard Action
Effect: Summon a medium zombie with move 5 under your control in a space adjacent to you. It does not count against your minion limit, but you may only have one non-minion zombie under your control at once unless a power, feat or ability specifically allows otherwise. You expend a healing surge or take damage when this creature dies as normal for summoned creatures. As a standard action, you may give it the following special command:
Standard Action | Melee zombie 1
Target: One creature
Attack: Intelligence vs. AC
Hit: 2d8 + Intelligence modifier damage.
Special: This counts as its melee basic attack.
Master’s Sacrifice (Wizard Utility 10)
Occasionally it is actually beneficial to keep your creations alive, even at a slight cost to your own health.
Encounter * Arcane, Healing
Standard Action | Personal
Prerequisite: You must have an unexpended healing surge to use this power.
Effect: Spend a healing surge. You do not gain the benefits from it, but a non-minion zombie under your control does.
Horde Charge (Wizard Attack 13)
Secretly, many generals of the undead wish that they were generals of the living.
Encounter * Arcane, Zombie
Standard Action | Personal
Effect: Each zombie under your control may make a charge attack or a basic melee attack.
Create Moderate Undead (Wizard Attack 15)
Your abilities to call on death energies improves greatly.
Daily * Arcane, Implement, Summoning
Standard Action
Effect: Summon a medium zombie with move 5 under your control in a space adjacent to you. It does not count against your minion limit, but you may only have one non-minion zombie under your control at once unless a power, feat or ability specifically allows otherwise. You expend a healing surge or take damage when this creature dies as normal for summoned creatures. As a standard action, you may give it the following special command:
Standard Action | Melee 1
Target: One creature
Attack: Intelligence vs. AC
Hit: 2d10 + Intelligence modifier damage.
Special: This counts as its melee basic attack.
Poisonous Barbs (Wizard Utility 16)
The best poisoned weapon is one you don’t have to personally apply the poison to.
Daily * Arcane, Poison
Standard Action | Personal
Effect: Until the end of your next turn, attacks made by your zombies deal an extra 1d4 + your Wisdom modifier poison damage.
Sustain Minor: The effect persists.
Whirlwind Claw Strike (Wizard Attack 17)
Screeching out a moan of terror and pain, your zombie strikes at all within its grasp.
Encounter * Arcane, Implement, Zombie
Standard Action | Close blast zombie 1
Target: All creatures in blast
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier damage and target is dazed until the end of its next turn.
Create Greater Undead (Wizard Attack 19)
You have become so accustomed to creating undead constructs that you find yourself able to do it almost as often as you wish – though channeling such energies is not without cost to your own body.
Daily * Arcane, Implement, Summoning
Standard Action
Prerequisite: You must have an unexpended healing surge to use this power.
Effect: You expend a healing surge but do not gain the benefits of it. Summon a medium zombie with move 5 under your control in a space adjacent to you. It does not count against your minion limit, but you may only have one non-minion zombie under your control at once unless a power, feat or ability specifically allows otherwise. You do not expend a healing surge or take damage when this creature dies, unlike normal summoned creatures. As a standard action, you may give it the following special command:
Standard Action | Melee 1
Target: One creature
Attack: Intelligence vs. AC
Hit: 2d10 + Intelligence modifier damage and enemy is knocked prone.
Special: This counts as its melee basic attack.
Special: When this zombie is destroyed, you regain the use of this power.
Mortifying Feast (Wizard Utility 22)
A skilled necromancer is able to use even the energies of death and destruction to strengthen themselves.
Encounter * Arcane, Healing
Minor Action | Personal
Prerequisite: You must have a zombie under your control to use this power.
Effect: Destroy a zombie under your control. You may spend a healing surge and regain additional hit points equal to your Wisdom modifier.
Distracting Assault (Wizard Attack 23)
Your zombies unleash a relentless slashing attack that takes all the enemies’ attention to avoid.
Encounter * Arcane, Implement, Zombie
Minor Action | Melee zombie 1
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier damage and target is dazed until the end of its next turn.
Effect: Until the end of your next turn, enemies adjacent to any of your zombies grant combat advantage to your allies.
Poison Bile (Wizard Attack 25)
A full stomach is a terrible thing to waste.
Daily * Arcane, Implement, Zombie
Standard Action | Close blast zombie 3
Target: All creatures in blast
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier poison damage and 10 ongoing poison damage (save ends).
Miss: Half damage, 5 ongoing poison damage (save ends).
Vicious Rending (Encounter 27)
With deathly speed your zombie tears into an opponent.
Encounter * Arcane, Implement, Zombie
Standard Action | Melee zombie 1
Target: One creature
Attack: Intelligence vs AC
Hit: 2d6+Intelligence modifier damage and 10 ongoing damage (save ends).
Special: You may repeat this attack twice more against the same or different targets. The ongoing damage does not stack if the same target is targeted more than once.
Summon Titanic Undead (Wizard Attack 29)
Raaaaaaaaaaaargh!
Daily * Arcane, Implement, Summoning
Standard Action | Close blast 2
Prerequisite: You must have at least one unexpended healing surge to use this power.
Target: All creatures in blast
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier damage and you slide the target 2 squares to a square outside the blast.
Miss: Slide the target 2 squares to a square outside the blast.
Effect: Expend a healing surge but do not gain any benefits. You summon a large zombie with move 7 in the squares covered by the blast. It does not count against your minion limit, but you may only have one non-minion zombie under your control at once unless a power, feat or ability specifically allows otherwise. You do not expend a healing surge or take damage when this creature dies, unlike normal summoned creatures. As a standard action you may give it the following command:
Standard Action | Close blast 1
Target: All creatures in blast
Attack: Intelligence vs. AC
Hit: 3d8+ Intelligence modifier damage
Heroic Tier Feats
General of Undeath
Prerequisite: Wis 13, Zombie Leadership class feature
Benefit: You may have one more zombie minion than normally allowed.
Zombie Combat Expertise
Prerequisite: Wis 13, Zombie Leadership class feature
Benefit: Zombies under your control gain a +1 feat bonus to all attacks they make. At level 11 this increases to +2 and at level 21 it increases to +3.
Zombie Defense
Prerequisite: Wis 13, Zombie Leadership class feature
Benefit: Zombies under your control gain a +1 feat bonus to all defenses, including AC.
Paragon Tier Feats
Agile Creations
Prerequisite: Level 11, Dex 13, Zombie Leadership class feature
Benefit: Zombies under your control may make a melee basic attack as an opportunity attack whenever a creature adjacent to them takes an action that would provoke an opportunity attack.
Hardy Creations
Prerequisite: Level 11, Wis 13, Zombie Leadership class feature
Benefit: Your non-minion zombies are summoned with 5 + your Wisdom modifier temporary hit points.
Special: Increase this to 10 + your Wisdom modifier at level 21.
Negative Energy Imbuement
Prerequisite: Level 11, Wis 15
Benefit: As a free action you may switch your zombies’ damage type to necrotic or back.
Epic Tier Feats
Improved Zombie Defense
Prerequisite: Level 21, Wis 17, Zombie Defense
Benefit: The feat bonus to your Zombies’ defenses equals your Wisdom modifier.
Zombie Zookeeper
Prerequisite: Level 21, Wis 17, General of Undeath
Benefit: You may have up to two non-minion zombies under your control at once.
To see my Necromancer BASE class, see a few posts below! (I ran out of room to do it all on one post.)
I am almost thinking that I should expand this into a base class (The Necromancer) instead of keeping it as a Wizard option - this would force people who want to stack all the summoning feats together to go through even more hoops just to get them.
The crux of the necromancy flavor is that zombies are summoned almost exactly the same way as normal summoned creatures, with a number of important differences. The most important difference is that there is an At-Will class feature for the Wizard (that replaces Arcane Implement Mastery) that allows him to summon a Minion-level zombie when another creature dies. However he is limited to between two to four of these at any one time, depending on level and feat selection. Unlike normal summoned creatures, however, the Wizard does NOT lose a Healing Surge when they die, which is fortunate because they are, after all, Minions.
The other differences are in the non-Minion zombies the Wizard can summon. For these, he does NOT lose a Healing Surge when they DIE, but instead must spend the Healing Surge up front, merely to summon them. Additionally, they must be summoned in a square adjacent to the Wizard, rather than at a range.
However, for both of these drawbacks, there is a major benefit to all these zombies Minion and non-Minion alike: There are powers that can be used through them, much like a Shaman's Spirit Companion.
I've had a few people look over the powers, and they say that they think they are balanced, if not underpowered. I feel like a few of them are too powerful, but I'm going to post them all as I have them now so you can see for yourself.
The powers will explain everything:
Class Feature: Zombie Leadership
Zombie Leadership replaces your Arcane Implement Mastery.
A zombie leader is a sort of type of warlord, only the troops he or she commands are the unliving. By maneuvering them around the battlefield, he or she can flank with allies, cause distractions and guide the enemy to where he or she wants them.
Benefit: If you have no Zombie minion currently active, you may, as a Standard Action, summon a single Zombie Minion in a square adjacent to you. This Minion follows all the normal rules of your Zombie Minions, including counting against your limit.
Additionally, you gain the following power as a class feature:
Animate Zombie Minion (Wizard Class Feature 1)
Drawing on the energy released at death, you create a minion under your command.
At-Will * Arcane, Implement, Summoning
Immediate Reaction | Close burst 10
Trigger: A creature in the burst other than a zombie under your or another Wizard’s control dies.
Effect: You summon a medium zombie minion in one of the squares which the triggering creature had previously occupied. You are then dazed until the end of your next turn. The zombie minion has move 5 and follows the normal rules for summoned creatures except it is a minion, possessing only one hit point, but taking no damage on a miss. It also cannot gain temporary hit points. Additionally, you do not expend a healing surge or take damage when the minion dies.
As a standard action, you may give the minion the following special command:
Standard Action Melee 1
Target: One creature
Attack: Intelligence vs. AC
Hit: 1d6 + Intelligence modifier damage
Increase to 2d6 + Intelligence modifier damage at 21st level.
Special: This counts as its melee basic attack.
Special: You may only have two minions active at once. (Three at 16th level or above.) Additionally, whenever you give an action to a minion, all of your currently active minions may take that action.
Zombie attacks: A power with a range including the word “zombie” means that the range is measured from any zombie under your control. For example, a melee zombie power means a zombie may make a melee attack, while a Ranged zombie 5 power means it may make an attack with a range of 5.
Powers
Zombie Claws (Wizard Attack 1)
Your undead creation obeys your command and then proves itself to be more agile than your enemies would guess.
At-Will * Arcane, Implement, Zombie
Standard Action | Melee zombie 1
Target: One creature
Attack: Intelligence vs. AC
Hit: 1d8 + Intelligence modifier damage and you may shift the zombie 1 square.
At level 21, increase damage to 2d8 + Intelligence modifier damage
Flailing Strike (Wizard Attack 1)
The beauty of the undead is that they can be reckless where you cannot.
Encounter * Arcane, Implement, Zombie
Standard Action | Melee zombie 1
Target: One or two creatures
Attack: Intelligence vs. AC, one or two attacks against the same or different creatures
Hit: 1d8 + Intelligence modifier damage and target is dazed until the end of its next turn.
Deathly Explosion (Wizard Attack 1)
Even powerful necromancers who lead armies of the undead like when stuff blows up.
Daily * Arcane, Implement, Necrotic, Zombie
Standard Action | Close blast zombie 2
Target: All creatures in blast
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier necrotic damage, ongoing 5 necrotic damage (save ends).
Miss: Half damage, no ongoing damage.
Effect: Destroy the zombie through which you cast this spell.
Sacrifice the Minion (Wizard Utility 2)
Because really, it’s what they’re for.
Encounter * Arcane
Immediate Interrupt | Ranged 5
Prerequisite: You must have a zombie within range
Trigger: You are hit with an attack
Effect: A zombie adjacent to you is hit with the attack instead. If there is no zombie adjacent to you, a zombie under your control within range moves adjacent to you first.
Acid Spit (Wizard Attack 3)
Disgusting, but effective!
Encounter * Acid, Arcane, Implement, Zombie
Standard Action | Ranged zombie 5
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier acid damage and target is blinded until the end of its next turn.
Undead General War Cry (Wizard Attack 5)
“The Raven Queen wears army boots!”
Daily * Arcane, Implement, Zombie[b]
[b]Standard Action
Effect: All zombies under your control may make the following attack:
Target: One creature
Attack: Intelligence vs. AC
Special: The zombie may shift 2 squares either before or after the attack.
Hit: 1d8 + Intelligence modifier damage
Cover Ally (Wizard Utility 6)
Like playing hot potato with Sovereign Glue!
Encounter * Arcane
Immediate Interrupt | Ranged 10
Prerequisite: You must have a zombie currently under your control and within 5 squares of the triggering creature to use this power.
Trigger: You or an ally within range is hit with an attack.
Effect: A zombie adjacent to the triggering creature is hit with the attack instead. If there is no zombie adjacent to the triggering creature, a zombie under your control within 5 squares of the triggering creature first moves adjacent to that creature.
Grappling Strike (Wizard Attack 7)
C’mere you big lug! Have a zombie hug!
Encounter * Arcane, Implement, Zombie
Standard Action | Melee zombie 1
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier damage, target is grabbed.
Create Minor Undead (Wizard Attack 9)
You have learned to tap directly into planes of death and negative energy. You tear substance from it to form a being under your command.
Daily * Arcane, Implement, Summoning
Standard Action
Effect: Summon a medium zombie with move 5 under your control in a space adjacent to you. It does not count against your minion limit, but you may only have one non-minion zombie under your control at once unless a power, feat or ability specifically allows otherwise. You expend a healing surge or take damage when this creature dies as normal for summoned creatures. As a standard action, you may give it the following special command:
Standard Action | Melee zombie 1
Target: One creature
Attack: Intelligence vs. AC
Hit: 2d8 + Intelligence modifier damage.
Special: This counts as its melee basic attack.
Master’s Sacrifice (Wizard Utility 10)
Occasionally it is actually beneficial to keep your creations alive, even at a slight cost to your own health.
Encounter * Arcane, Healing
Standard Action | Personal
Prerequisite: You must have an unexpended healing surge to use this power.
Effect: Spend a healing surge. You do not gain the benefits from it, but a non-minion zombie under your control does.
Horde Charge (Wizard Attack 13)
Secretly, many generals of the undead wish that they were generals of the living.
Encounter * Arcane, Zombie
Standard Action | Personal
Effect: Each zombie under your control may make a charge attack or a basic melee attack.
Create Moderate Undead (Wizard Attack 15)
Your abilities to call on death energies improves greatly.
Daily * Arcane, Implement, Summoning
Standard Action
Effect: Summon a medium zombie with move 5 under your control in a space adjacent to you. It does not count against your minion limit, but you may only have one non-minion zombie under your control at once unless a power, feat or ability specifically allows otherwise. You expend a healing surge or take damage when this creature dies as normal for summoned creatures. As a standard action, you may give it the following special command:
Standard Action | Melee 1
Target: One creature
Attack: Intelligence vs. AC
Hit: 2d10 + Intelligence modifier damage.
Special: This counts as its melee basic attack.
Poisonous Barbs (Wizard Utility 16)
The best poisoned weapon is one you don’t have to personally apply the poison to.
Daily * Arcane, Poison
Standard Action | Personal
Effect: Until the end of your next turn, attacks made by your zombies deal an extra 1d4 + your Wisdom modifier poison damage.
Sustain Minor: The effect persists.
Whirlwind Claw Strike (Wizard Attack 17)
Screeching out a moan of terror and pain, your zombie strikes at all within its grasp.
Encounter * Arcane, Implement, Zombie
Standard Action | Close blast zombie 1
Target: All creatures in blast
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier damage and target is dazed until the end of its next turn.
Create Greater Undead (Wizard Attack 19)
You have become so accustomed to creating undead constructs that you find yourself able to do it almost as often as you wish – though channeling such energies is not without cost to your own body.
Daily * Arcane, Implement, Summoning
Standard Action
Prerequisite: You must have an unexpended healing surge to use this power.
Effect: You expend a healing surge but do not gain the benefits of it. Summon a medium zombie with move 5 under your control in a space adjacent to you. It does not count against your minion limit, but you may only have one non-minion zombie under your control at once unless a power, feat or ability specifically allows otherwise. You do not expend a healing surge or take damage when this creature dies, unlike normal summoned creatures. As a standard action, you may give it the following special command:
Standard Action | Melee 1
Target: One creature
Attack: Intelligence vs. AC
Hit: 2d10 + Intelligence modifier damage and enemy is knocked prone.
Special: This counts as its melee basic attack.
Special: When this zombie is destroyed, you regain the use of this power.
Mortifying Feast (Wizard Utility 22)
A skilled necromancer is able to use even the energies of death and destruction to strengthen themselves.
Encounter * Arcane, Healing
Minor Action | Personal
Prerequisite: You must have a zombie under your control to use this power.
Effect: Destroy a zombie under your control. You may spend a healing surge and regain additional hit points equal to your Wisdom modifier.
Distracting Assault (Wizard Attack 23)
Your zombies unleash a relentless slashing attack that takes all the enemies’ attention to avoid.
Encounter * Arcane, Implement, Zombie
Minor Action | Melee zombie 1
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier damage and target is dazed until the end of its next turn.
Effect: Until the end of your next turn, enemies adjacent to any of your zombies grant combat advantage to your allies.
Poison Bile (Wizard Attack 25)
A full stomach is a terrible thing to waste.
Daily * Arcane, Implement, Zombie
Standard Action | Close blast zombie 3
Target: All creatures in blast
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier poison damage and 10 ongoing poison damage (save ends).
Miss: Half damage, 5 ongoing poison damage (save ends).
Vicious Rending (Encounter 27)
With deathly speed your zombie tears into an opponent.
Encounter * Arcane, Implement, Zombie
Standard Action | Melee zombie 1
Target: One creature
Attack: Intelligence vs AC
Hit: 2d6+Intelligence modifier damage and 10 ongoing damage (save ends).
Special: You may repeat this attack twice more against the same or different targets. The ongoing damage does not stack if the same target is targeted more than once.
Summon Titanic Undead (Wizard Attack 29)
Raaaaaaaaaaaargh!
Daily * Arcane, Implement, Summoning
Standard Action | Close blast 2
Prerequisite: You must have at least one unexpended healing surge to use this power.
Target: All creatures in blast
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier damage and you slide the target 2 squares to a square outside the blast.
Miss: Slide the target 2 squares to a square outside the blast.
Effect: Expend a healing surge but do not gain any benefits. You summon a large zombie with move 7 in the squares covered by the blast. It does not count against your minion limit, but you may only have one non-minion zombie under your control at once unless a power, feat or ability specifically allows otherwise. You do not expend a healing surge or take damage when this creature dies, unlike normal summoned creatures. As a standard action you may give it the following command:
Standard Action | Close blast 1
Target: All creatures in blast
Attack: Intelligence vs. AC
Hit: 3d8+ Intelligence modifier damage
Heroic Tier Feats
General of Undeath
Prerequisite: Wis 13, Zombie Leadership class feature
Benefit: You may have one more zombie minion than normally allowed.
Zombie Combat Expertise
Prerequisite: Wis 13, Zombie Leadership class feature
Benefit: Zombies under your control gain a +1 feat bonus to all attacks they make. At level 11 this increases to +2 and at level 21 it increases to +3.
Zombie Defense
Prerequisite: Wis 13, Zombie Leadership class feature
Benefit: Zombies under your control gain a +1 feat bonus to all defenses, including AC.
Paragon Tier Feats
Agile Creations
Prerequisite: Level 11, Dex 13, Zombie Leadership class feature
Benefit: Zombies under your control may make a melee basic attack as an opportunity attack whenever a creature adjacent to them takes an action that would provoke an opportunity attack.
Hardy Creations
Prerequisite: Level 11, Wis 13, Zombie Leadership class feature
Benefit: Your non-minion zombies are summoned with 5 + your Wisdom modifier temporary hit points.
Special: Increase this to 10 + your Wisdom modifier at level 21.
Negative Energy Imbuement
Prerequisite: Level 11, Wis 15
Benefit: As a free action you may switch your zombies’ damage type to necrotic or back.
Epic Tier Feats
Improved Zombie Defense
Prerequisite: Level 21, Wis 17, Zombie Defense
Benefit: The feat bonus to your Zombies’ defenses equals your Wisdom modifier.
Zombie Zookeeper
Prerequisite: Level 21, Wis 17, General of Undeath
Benefit: You may have up to two non-minion zombies under your control at once.
To see my Necromancer BASE class, see a few posts below! (I ran out of room to do it all on one post.)