PDA

View Full Version : [4E DnD] Necromancer (Wizard) (PEACH)



Surrealistik
2011-04-17, 01:34 PM
Author's Note: Obviously incomplete; I'll be updating and finishing this iteratively. Suggestions and constructive criticism are welcome.

Wizard

Primary Role:
Leader: You have an array of buffing powers to enhance, fortify and heal your allies and minions, and position them advantageously, while your minions can work tactically with your allies to flank.

Secondary Role:
Controller: You can use traps, zones and summons to control the pace and flow of combat as well as enemy positioning, using them to block off routes of movement and lock down enemies. You also have a host of potent debuffing powers.


Why This Is The Class For You: You want to be a thematic arcane caster who attacks enemies with masses of disposable minions, and is also capable of controlling the battlefield and bolstering allies.

Necromancer
Primary Key Abilities: Intelligence
Secondary Key Abilities: Charisma, Constitution

Class Traits
Hit Points: You start with hit points equal to 10 + your Constitution score.
Hit Points per Level Gained: You gain 4 hit points each time you gain a level.
Bonus to Defenses: +2 to Will
Healing Surges per Day: 7 + your Constitution modifier
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, scythe, sickle, quarterstaff
Implement Proficiencies: Daggers, scythes, sickles, orbs, staffs, tomes
Trained Skills: Arcana (Int), Religion (Int), and 2 class skills.
Class Skills: Bluff (Cha), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis)

Heroic Necromancer

Necrofocus

Many of the Necromancer's powers have a Necrofocus component. By paying the cost of a Necrofocus component, they will yield additional benefits. These costs often require the destruction of undead minions, corpses or the expenditure of a healing surge.

A Necrofocus can be of the following types:


Necrofocus (Healing Surge X): You and/or willing allies within a close burst 5 of you spend X healing surges. Instead of regaining hit points, the Necrofocus effect happens. If X is defined, exactly that many healing surges must spent between you and your allies, otherwise you can spend any amount.

Necrofocus (Sacrifice X): You destroy X corpses, undead summons, and/or soul counters you control in any combination within a close burst 5 of you in order to cause the Necrofocus Effect. If X is defined, you must destroy exactly that amount, otherwise you can destroy any amount.


Corpses

Corpses are the remains of any creature that has been killed. A corpse enters play at that creature's space unless otherwise specified. Corpses are valuable resources to the Necromancer, and can often be raised into undead minions and summons. For all purposes, especially targeting purposes, 'dead creature' is equivalent to that creature's corpse. When you summon an undead creature from a dead creature, unless otherwise specified, that dead creature or corpse is removed from play, becoming an undead creature. When the undead creature is killed, that dead creature returns to play at the undead creature's space as above.

A corpse that has been destroyed is removed from play permanently (a creature whose corpse is destroyed in this way isn't necessarily unrevivable though).

Creatures that are removed from play, or that expire at the end of a duration (such as a Summon) do not leave a corpse when they die while removed from play or when they expire. If a summon or other creature with a duration dies before that duration expires it leaves a corpse, though this corpse disappears when that duration expires.

At the DM's discretion, certain creatures may not leave behind a usable corpse, and certain corpses may not be usable (those that are consecrated, or in consecrated ground for example, or subject to a Gentle Repose ritual).


Create Spawn

Some of the Necromancer's more powerful undead summons have the ability to create undead progeny from the enemies they slay. Typically these enemies will return to life as special undead minions under your control as if they were animated with the Risen Dead power. The Create Spawn entry of that summon will tell you what special properties or conditions if any apply to undead created in this way.

Edict Keyword

Edicts are identical to Stances with the exception that you can assume a Stance and an Edict at the same time. You cannot however, assume two Edicts, or two Stances at the same time unless otherwise noted.

Level 1 Necromancer Features:

Level 1: Necromancer's Spellbook

You possess a spellbook, a book full of mystic lore in which you store your rituals and your daily and utility spells.

Specialist Wizard: Excepting utility spells, you may only learn and prepare Wizard spells that have the Necrotic, Shadow, Necromancy and/or Nethermancy keywords.
Daily and Utility Spells: Your spellbook holds your daily and utility spells. You begin knowing two daily spells, one of which you can use on any given day. Each time you gain a level that lets you select a daily spell or a utility spell, choose two different daily spells or utility spells of that level to add to your book. After an extended rest, you can prepare a number of daily and utility spells according to what you can cast per day for your level. You can’t prepare the same spell twice.
If you replace a spell because of gaining a level or through retraining, the previous spell vanishes from your spellbook and is replaced by the new spell.
Capacity: A typical spellbook has 128 pages. Each spell takes up 1 page. A ritual takes up a number of pages equal to its level.

WIZARDS AND RITUALS
A wizard’s spells are potent in combat and useful in a variety of challenge encounters and other situations, but the wizard is also the undisputed master of magical rituals.
As you gain levels, you automatically gain access to new rituals, but you can also buy new rituals or acquire them in the course of your adventures. Higher-level rituals let you seal or open doors, view places or people from a distance, or open portals to other places.


Level 1: Necromancer's Cantrips

You gain three Wizard cantrips of your choice.


Level 1: Ritualist of Undeath

You gain Ritual Casting as a bonus feat, allowing you to use magical rituals.

At level 1, and every 4 levels beyond, you learn, master and can perform three rituals from the following lists with a level equal to your character level +1 or less:

Level 1: Comrade's Succor, Gentle Repose, and Unseen

Level 2: Spirit Fetch, Corpse Light, Last Sight Vision

Level 3: Undead Ward

Level 4: Hand of Fate, Dark Light, Skull Watch

Level 6: Memory of a Thousand Deaths, Deathly Shroud, Speak with Dead, Phantom Steed, and Undead Servitor rituals.

Level 7: Spirit Idol

Level 8: Gravesight, Raise Dead, Shadow Bridge, Shadow Passage.

Level 9: Ghost Walk

Level 10: Consult Mystic Sages

Level 12: Dark Gift of the Undying, Shadow Walk, Visage of Life

Level 14: Corpse Gate, Create Scarecrow, Lich Transformation

Level 15: Cauldron's Rebirth

Level 16: Consult Oracle.

Level 20: Soulguard.

Level 25: Ease Spirit.

You can choose to spend a healing surge instead of paying the component costs of any of these rituals other than Restoration and Creation rituals with an instantaneous or permanent duration. If there is a focus cost, you must provide that focus, or expend an additional healing surge. If one of these rituals has a permanent duration, you must expend a healing surge to sustain it at the end of each extended rest, or its effect ends. A ritual that has been sustained in this way for a year and a day becomes truly permanent, and you no longer need to sustain it.

When you lose healing surges to sustain or cast rituals in this way, you cannot have more healing surges than your normal allotment of healing surges per day minus any healing surges lost in this way until the end of your next extended rest. Any healing surges above this maximum are immediately lost.

Level 1: Symbol of the Reaper

You are proficient with sickles and scythes as implements, and can use your implement powers through them.

Choose an implement type you have proficiency in (such as an orb, tome, etc...). Your sickles and scythes count as that implement's type for the purposes of class features, enchantments, enchanting, feats (such as Orb Expertise, Hafted Defense, and Superior Implement Training), and powers in addition to its normal weapon types. During an extended rest, you can craft a superior sickle or scythe implement of any type you could normally purchase for the chosen implement at that superior implement's normal cost.

You can change the chosen implement by retraining it to another when you level up.

Level 1: Acolyte of Undeath

You can choose to ignore the necrotic, disease and poison resistances and immunities of undead creatures.


Level 1: Necromancer's Summons

You gain the Necromancer's Summons power:

Necromancer's Summons - Necromancer Feature
You conjure forth undead minions to do your bidding.
Encounter ✦ Arcane, Implement, Necromancy, Shadow, Summoning
Standard Action - Ranged 5
Effect: You summon up to two Undead Minions in unoccupied squares within range. Add the enhancement bonus of any implement used with this power to their damage.

Undead Minion
Medium natural animate (undead)
HP: 1 (a missed attack never damages a minion)
Defenses: your defenses, not including any temporary bonuses or penalties
Perception: Darkvision
Speed: 5
Immune: charm, disease, fear, poison
Resist: 10 necrotic
Vulnerability: 5 radiant
--------------------------------------------------------------------------
Standard Actions:
Melee Basic; Claws * At-Will
Attack: Melee touch (one creature); Intelligence + 2 vs. AC
Hit: Intelligence + enhancement bonus modifier damage.

Grasping Claws * At-Will
Attack: Melee touch (one creature); Intelligence vs. Reflex
Hit: The minion grabs the target until escape. Escape attempts are made against the minion's highest defense.

Ranged Basic; Ragged Shortbow * At-Will
Attack: Ranged 10/20 (one creature); Intelligence + 2 vs. AC
Hit: Intelligence + enhancement bonus modifier damage.
--------------------------------------------------------------------------
Minor Actions:
Move * At-Will (1/round)
Effect: The minion either walks, shifts, runs, stands up, squeezes, or crawls.
--------------------------------------------------------------------------
Skills & Attributes:
Str: 12 (+X) - Dex: 10 (+X) - Wis: 10 (+X)
Con: 12 (+X) - Int: 1 (+X) - Cha: 1 (+X)
Alignment: Unaligned - Languages: Telepathy 20 (creator only)

You do not lose a healing surge when a minion is destroyed. A minion lasts until you use this power again. Whenever you issue a command to a minion with a standard, move or minor action, each other minion can also take that action. Each of your minions have their own immediate and opportunity actions.
Level 11: You can summon up to 3 minions.
Level 21: You can summon up to 4 minions.


(WIP)

Raise Behemoth - Necromancer Feature
You summon forth a of undead minions to do your bidding.
Encounter ✦ Arcane, Implement, Necromancy, Shadow, Summoning
Minor Action - Ranged 5
Effect: You summon a large undead behemoth in four unoccupied squares within range. The behemoth has the undead keyword, reach 2, speed 5, darkvision, immune charm, fear, disease and poison, resist 10 necrotic, and vulnerable 5 radiant. You do not lose a healing surge when the behemoth is destroyed. The behemoth lasts until you use this power again, or until the end of your next extended rest. The behemoth can bullrush, charge or grab as a standard action command, using your Intelligence in place of Strength. Attempts to escape a behemoth's grab are against its Reflex or Fortitude defense (your choice). You can give the behemoth the following special commands:

Standard Action: Melee touch; targets one creature; Intelligence +2 vs. AC; 1d12 + Intelligence modifier damage. This counts as a melee basic attack.
Level 11: 2d12 + Intelligence modifier damage.
Level 21: 3d12 + Intelligence modifier damage.
Standard Action: Ranged 10/20; targets one creature; Intelligence +2 vs. AC; 1d12 + Intelligence modifier damage. This counts as a ranged basic attack.
Level 11: 2d12 + Intelligence modifier damage.
Level 21: 3d12 + Intelligence modifier damage.
Opportunity Attack: 1/turn; Melee touch; targets one creature; The minion can make a grab or melee basic attack against the target.



Level 1: Risen Dead

You gain the Risen Dead or Soulbind power:

Risen Dead - Necromancer Feature
At your command, a fallen foe rises to do your bidding.
At-Will ✦ Arcane, Implement, Shadow, Summoning
Minor Action - Ranged 5
Target: One dead creature
Effect: You summon an undead minion from the target as per your Necromancer's Summons power in the target's space, or the nearest unoccupied squares of your choice. The minion has the size, senses, reach, speed and movement modes of the target (except teleportation). This minion lasts until the end of the encounter.
Special: If the target is the corpse of an undead minion, that minion revives in the nearest unoccupied square with 1 hit point and stands as a free action.

(WIP)

Soul Bind - Necromancer Feature
You draw forth the residual spiritual energies from a corpse, reducing it to dust.
At-Will ✦ Arcane, Implement, Shadow
Minor Action - Ranged 5
Target: One dead creature
Effect: The target is destroyed and you gain two soul charge counters.


Level 1: Necromantic Word

You gain the Necromantic Word power:

Necromantic Word - Necromancer Feature
Your expertise over life and death enables you to bolster your ally's life force, fortifying it with necromantic power as you seal its wounds.
Encounter ✦ Arcane, Shadow, Healing
Minor Action - Close burst 5
Target: You or one ally in the burst
Effect: The target can spend a healing surge. If it does, it gains temporary hit points equal to your Charisma modifier. If the target is one of your undead summons, when you spend a healing surge on its behalf, you can have it gain temporary hit points equal to your healing surge value instead. Temporary hit points gained from this power stack with existing temporary hit points.
Level 6: 3 + Charisma modifier temporary hit points.
Level 11: 6 + Charisma modifier temporary hit points.
Level 16: 9 + Charisma modifier temporary hit points.
Level 21: 12 + Charisma modifier temporary hit points.
Level 26: 15 + Charisma modifier temporary hit points.
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
Necrofocus (Sacrifice 1): The target gains Charisma modifier extra temporary hit points.


Level 1: Command Undead

You gain the Command Undead power:

Command Undead - Necromancer Feature
You assert your fell authority over the dead, channelling the necromantic power of the Shadowfell.
Encounter ✦ Arcane, Shadow, Implement
Standard Action - Close burst 2 (3 at 11th level, 5 at 21st level)
Target: Each undead creature in burst
Attack: Intelligence vs. Will
Hit: You slide the target 3 + Charisma modifier squares. It then makes a basic attack against a creature of your choice as a free action with a bonus to the attack and damage rolls equal to your Charisma modifier. The target is dazed until the end of your next turn.
Miss: You slide the target Charisma modifier squares (minimum 1) and knock it prone.
Special: This attack automatically hits willing undead allies, and they aren't dazed and don't make a basic attack as part of this power's effects.
Necrofocus (Healing Surge 1): Add half your Intelligence modifier to your Charisma modifier for all effects of this power.


Level 1 At-Will Necromancer Powers

You gain any three of the following powers. At least one must have the minion keyword:

Undead Offensive - Wizard Attack 1
At your command, your undead legions surge forth to devastate your foes.
At-Will ✦ Arcane, Edict, Minion, Shadow
Minor Action - Personal
Effect: Until the edict ends, you gain the following benefits:

Whenever an undead summon you control makes a charge attack, any melee basic attack made as part of the charge deals Charisma modifier extra damage and any bullrush attack made as part of the charge gains a Charisma modifier bonus to its attack roll.
A creature hit by 2+ charge and/or bullrush attacks made by undead summons you control on the same turn is knocked prone.


Withering Salvo - Wizard Attack 1
At your command, your minions unleash a suppressive tide of bolts and arrows.
At-Will ✦ Arcane, Edict, Minion, Shadow
Minor Action - Personal
Effect: Until the edict ends, you gain the following benefits:

A creature hit by two or more ranged basic attacks made by undead summons you control on the same turn is slowed or grants combat advantage until the end of your next turn.
A creature hit by three or more ranged basic attacks made by undead summons you control on the same turn takes a -1 penalty to its defenses for each attack that hit beyond the second (maximum -2).


Fell Exhumation - Wizard Attack 1
At your command, an undead minion bursts from the earth to attack your foes.
At-Will ✦ Arcane, Implement, Minion, Shadow, Summoning
Standard Action - Ranged 10
Effect: You summon a Medium undead minion in an unoccupied square within range as if it were summoned with your Necromancer's Summons power. Minions summoned in this way last until the end of the encounter. That minion then makes an attack as a free action with combat advantage. That attack gains an Charisma modifier bonus to its attack roll, and deals Charisma modifier extra damage.
Level 21: The number of undead minions you summon is two. Each can make an attack as a free action.
Necrofocus (Sacrifice X): You summon a number of additional undead minions equal to half of X which attack as above.

Unliving Phalanx - Wizard Attack 1
Your minions assume a defensive posture, sheltering you and your allies.
At-Will ✦ Arcane, Edict, Minion, Shadow
Minor Action - Personal
Effect: Until the edict ends, you gain the following benefits:

You and your allies gain a cumulative +1 power bonus to their defenses for each of your undead summons they're adjacent to (maximum +3).
Undead summons you control that are adjacent to at least two other undead summons you control grant superior cover instead of partial cover to you and your allies from ranged attacks that pass through their squares.


Meet the Charge - Wizard Attack 1
Wavering halberds and glaives materialize in the hands of your minions, readying them for an enemy offensive.
At-Will ✦ Arcane, Edict, Minion, Shadow
Minor Action - Personal
Effect: Until the edict ends, you gain the following benefits:

Your undead minions gain a +1 bonus to their reach.
Your undead minions gain Threatening Reach X against charging creatures. X is equal to their reach.
Whenever your undead minions hit a creature with a melee attack, you can slide that creature 1 square.


Marauding Dead - Wizard Attack 1
Your minions become animate and lithe at your direction, moving evasively about your foes.
At-Will ✦ Arcane, Edict, Minion, Shadow
Minor Action - Personal
Effect: Until the edict ends, you gain the following benefits:

Undead summons you control gain a +2 power bonus to their speed.
When an undead summon you control would move into a square without shifting, you can have that summon expend two additional squares of movement to shift into that square instead.
Undead summons you control gain a terrain walk type of your choice.


Warding Legion - Wizard Attack 1
You order your minions to stand ready to retaliate.
At-Will ✦ Arcane, Edict, Minion, Shadow
Minor Action - Personal
Effect: Until the edict ends, you gain the following benefits:

Whenever one of your undead minions hits with an attack, you can have that minion mark one target of that attack until the end of your next turn.
Whenever an enemy marked by you or your allies shifts while adjacent to one of your undead minions, you can command an undead minion to make an opportunity attack against that enemy.
Whenever an enemy marked by one of your undead minions makes an attack that doesn't include one of your undead minions as a target, you can command an undead minion to make an opportunity attack against that enemy.


Grasping Throng - Wizard Utility
At your command, a press of grasping claws restrain your foes.
At-Will ✦ Arcane, Edict, Minion, Shadow
Minor Action - Personal
Effect: Until the edict ends, you gain the following benefits:

If an enemy is grabbed by at least two undead summons you control it is restrained.
For each undead summon you control beyond the first two grabbing an enemy, you and your allies gain a +1 cumulative power bonus to attack rolls against that enemy (maximum +2).
Level 21: An enemy grabbed by at least two undead summons you control cannot teleport.


Harrying Horde - Wizard Attack 1
Your horde deluges an enemy with slicing claws and biting teeth that strike at every opportunity.
At-Will ✦ Arcane, Edict, Minion, Shadow
Minor Action - Personal
Effect: Until the edict ends, you gain the following benefits:

While an enemy is adjacent to one or more of your undead summons, whenever that enemy takes damage, it takes extra damage equal to the number of your undead summons adjacent to it.
For each of your undead summons flanking an enemy beyond the first two, you and your allies gain a +1 cumulative power bonus to attack rolls against that enemy (maximum +2).

Level 21: The extra damage is instead equal to twice the number of your undead summons adjacent to that enemy.

Death Mark - Wizard Attack 1
You wreath your foe in oppressive darkness that suppresses its life force, and compounds its injuries.
At-Will ✦ Arcane, Implement, Necrotic, Psychic, Shadow
Standard Action - Ranged 10
Attack: Intelligence vs. Will
Target: One creature
Hit: Intelligence modifier necrotic and psychic damage. The target can't regain hit points or gain temporary hit points until the end of your next turn.
Effect: Until the end of your next turn, whenever an ally hits the target with an attack, it deals extra psychic and necrotic damage to the target equal to your half your Charisma modifier (minimum +1). This effect lasts until the end of your next turn.
Level 21: 5 + Intelligence modifier necrotic and psychic damage. Whenever an ally hits the target with an attack, it deals extra psychic and necrotic damage to the target equal to 2 x your Charisma modifier (minimum +2).
Necrofocus (Sacrifice X): Increase the extra damage dealt by X.

Touch of Moil - Wizard Attack 1
You call forth the enervating chill of Moil to debilitate your foes.
At-Will ✦ Arcane, Implement, Cold, Necrotic, Shadow
Standard Action - Melee 1 or Area burst 1 within 10 squares
Attack: Intelligence vs. Fortitude
Target: Each enemy in burst
Hit: Intelligence modifier cold and necrotic damage.
Level 21: 5 + Intelligence modifier cold and necrotic damage.
Effect: The target takes a -2 penalty to attack rolls, saving throws or defenses until the end of your next turn.
Necrofocus (Sacrifice X): Enemies in a close burst 1 centered on each sacrifice count as targets for this power.

Haunted Ground - Wizard Attack 1
At your beckoning, restless spirits and scrabbling claws come to your aid, hindering your foes.
At-Will ✦ Arcane, Implement, Necromancy, Necrotic, Psychic, Shadow, Zone
Standard Action - Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: Intelligence modifier necrotic and psychic damage, and the target is slowed until the zone ends.
Effect: The burst creates a zone that lasts until the end of your next turn. The zone is difficult terrain to enemies. Enemies within the zone grant combat advantage. Whenever an enemy enters the zone or ends its turn there, it takes Intelligence modifier necrotic and psychic damage and is slowed until the end of its next turn. A creature can only take this damage once per turn.
Level 21: 5 + Intelligence modifier necrotic and psychic damage.
Necrofocus (Sacrifice 2): Increase the size of the burst by 1.

Life Tap - Wizard Attack 1
You bring the life force of your victim to the fore, rendering it vulnerable to attack, and allowing your allies to siphon off his essence.
At-Will ✦ Arcane, Implement, Necrotic, Psychic, Shadow
Standard Action - Ranged 10
Attack: Intelligence vs. Will
Target: One or two creatures.
Hit: Intelligence modifier necrotic and psychic damage. The target grants combat advantage until the end of your next turn. Increase the hit points or temporary hit points gained from this power's effects by your Intelligence modifier.
Effect: Until the end of your next turn whenever an ally hits the target you can choose to end this effect to have that ally regain hit points or gain temporary hit points equal to your Charisma modifier. During an encounter, temporary hit points gained from this power stack with existing temporary hit points.
Level 21: 5 + Intelligence modifier necrotic and psychic damage. Until the end of your next turn, whenever an ally hits the target with an attack, it gains temporary hit points equal to 2 x your Charisma modifier.
Necrofocus (Sacrifice 1): Increase the hit points or temporary hit points gained from this power by your Charisma modifier. At level 21, increase the hit points or temporary hit points gained from this power by twice your Charisma modifier.

Agony Hex - Wizard Attack 1
Your dark sorceries impose a vile curse, inflicting harm on your foe whenever he dares injure an ally.
At-Will ✦ Arcane, Implement, Necrotic, Psychic, Shadow
Standard Action - Ranged 20
Attack: Intelligence vs. Will
Target: One creature
Hit: Until the end of your next turn, whenever the target deals damage or ongoing damage to a creature, you can end this effect to have the target take necrotic and psychic damage equal to the damage and ongoing damage it dealt + your Charisma modifier.
Miss: Until the end of your next turn, whenever the target deals damage or ongoing damage to a creature, you can end this effect to have the target take necrotic and psychic damage equal to half the damage it dealt.
Level 21: Hit: Until the end of your next turn, whenever the target deals damage or ongoing damage to a creature, you can end this effect to have the target take necrotic and psychic damage equal to the damage and ongoing damage it dealt + 2 x your Charisma modifier.
Necrofocus (Sacrifice 1): This power deals extra damage on a hit equal to your Charisma modifier. At level 21, this power deals extra damage on a hit equal to twice your Charisma modifier.

Soulharrow - Wizard Attack 1
You wreath your foe in oppressive darkness that suppresses its life force, and compounds its injuries.
At-Will ✦ Arcane, Implement, Necrotic, Psychic, Shadow
Standard Action - Ranged 10
Attack: Intelligence vs. Fortitude
Target: One creature
Hit: Intelligence modifier necrotic and psychic ongoing damage and the target can't regain hit points or gain temporary hit points (save ends both). The target can't save against this effect until it takes this ongoing damage.
Aftereffect: If this effect ended because the target died, you may subject it to Risen Dead as no action.
Level 21: 5 + Intelligence modifier necrotic and psychic ongoing damage.
Necrofocus (Healing Surge 1): Saving throws against this effect take a -5 penalty or you can attack another target.


Level 1 Encounter Necromancer Powers

You gain the Death Coil or Sudden Reinforcements power. Whenever you would gain a wizard encounter attack power, you can instead choose to gain another use of the Death Coil or Sudden Reinforcements power.

Death Coil - Wizard Attack 1
You siphon life from an enemy, gifting an ally with its stolen essence.
Encounter ✦ Arcane, Implement, Necromancy, Necrotic, Healing, Shadow
Standard Action - Ranged 10
Target: One creature or one dead creature
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier necrotic damage.
Level 7: 2d8 + Intelligence modifier necrotic damage.
Level 17: 3d8 + Intelligence modifier necrotic damage.
Level 27: 4d8 + Intelligence modifier necrotic damage.
Miss: Half damage.
Effect: Death coil has the following effects depending on the target's type:

If the target is living, you or an ally within a close burst 5 of you or the target can spend a healing surge, and regains extra hit points equal to the damage dealt by this power.
If the target is a dead creature, you summon an undead minion from its corpse as if you had used your risen dead power on it, and that undead minion gains temporary hit points equal to the damage this power would have dealt.
If the target is undead, instead of taking damage, the target can spend a healing surge regaining extra hit points equal to the damage that would have been dealt by this power. Any excess hit points gained from this power become temporary hit points. During an encounter, temporary hit points gained from this power stack with other temporary hit points.

Necrofocus (Sacrifice X): Pay X before making the attack roll. If you do, this attack deals extra damage equal to X times half your Charisma modifier.

Sudden Reinforcements - Wizard Attack 1
As your minions dwindle, you compel yet more from the land of the dead, grasping and clawing at your foes as they suddenly materialize, or rupture out from earthen bowels.
Encounter ✦ Arcane, Implement, Necromancy, Shadow, Summoning
Requirement: You must have the Necromancer's Summons power.
Standard Action - Ranged 10
Effect: You summon two Medium undead minions in unoccupied squares within range as if they were summoned with your Necromancer's Summons power. These minions last until the end of the encounter. These minions then each make a basic attack with combat advantage, and deal extra damage on that attack equal to your Intelligence modifier.
Level 7: Three minions.
Level 17: Four minions.
Level 27: Five minions.
Necrofocus (Healing Surge 1): Double the number of minions summoned in this way.


Level 1 Daily Necromancer Powers

You gain one of the following powers:

Drudge Spell - Wizard Attack 1
You blight the land with necrotic energies, impelling it to expel forth undead minions.
Daily ✦ Arcane, Implement, Necromancy, Necrotic, Shadow, Summoning, Zone
Standard Action - Area burst 1 within 10 squares
Requirement: You must have the Risen Dead power
Effect: The burst creates a zone that lasts until the end of your next turn. All bright light in the zone is dim light, and all dim light in the zone is darkness. At the start of your turn, you summon an undead minion from any number of dead creatures in the zone as if you had used your Risen Dead power on them. Whenever an enemy ends its turn in the zone, it takes necrotic damage equal to 5 + your Charisma modifier (minimum 1), and you or an ally within the zone gains temporary hit points equal to the damage dealt in this way. You can move the zone 3 squares as a minor action.
Sustain Minor: The zone persists until the end of your next turn, and you can summon an undead minion in an unoccupied square within the zone as if it were summoned with your Necromancer's Summons power.
Special: Temporary hit points gained from this power stack with other temporary hit points. Summons created with this power last until the zone ends.
Necrofocus (Healing Surge 1; 1/round): Once per round you can pay the Necrofocus cost as a free action while this effect is active. If you do, instead of regaining hit points, increase the size of the burst by +1 and you count as having sustained the zone.

Animate Skeleton Warrior - Wizard Attack 1
You conjure a skeletal warrior from the remains of your foe clad in spectral plate, a blade of lifestealing shadow coalesced in one of its appendages.
Daily ✦ Arcane, Cold, Implement, Necrotic, Shadow, Summoning
Minor Action - Ranged 10
Target: One dead creature
Effect: You summon a skeleton warrior from the target's corpse in its space, or the nearest unoccupied space it can occupy within range. The warrior has the size and reach of the target.

Skeleton Warrior
Variable natural animate (undead)
HP: your bloodied value
Defenses: your defenses +2 AC and +2 Fortitude, not including any temporary bonuses or penalties
Perception: Darkvision
Speed: The target's speed
Immune: charm, disease, fear, poison
Resist: 10 necrotic
Vulnerability: 5 radiant
--------------------------------------------------------------------------
Traits:
Skeletal Sentinel - Aura 2
You and allies within the aura (including the skeleton warrior) gain a +2 power bonus to the attack rolls of opportunity attacks and deal +1d6 extra damage on opportunity attacks.

Intrinsic Nature: If you haven't given the skeleton warrior any commands by the end of your turn, it charges or moves adjacent to and attacks the nearest enemy it marked. If it can't, it charges or moves adjacent to and attacks the nearest enemy.
--------------------------------------------------------------------------
Standard Actions:
Melee Basic; Chill Touch * At-Will
Attack: Melee touch (one creature); Intelligence + 3 vs. AC
Hit: 1d8 + Intelligence modifier cold and necrotic damage. The skeleton warrior can mark the target until the end of your next turn.
--------------------------------------------------------------------------
Minor Actions:
Move * At-Will (1/round)
Effect: The minion either walks, shifts, runs, stands up, squeezes, or crawls.
--------------------------------------------------------------------------
Triggered Actions:
Opportunity Action * At-Will
Trigger: A creature the skeleton warrior is marking makes an attack that doesn't include it as a target.
Effect: The skeleton warrior charges the triggering creature or makes a melee basic attack against it.
--------------------------------------------------------------------------
Skills & Attributes:
Str: 12 (+X) - Dex: 12 (+X) - Wis: 10 (+X)
Con: 12 (+X) - Int: 3 (+X) - Cha: 1 (+X)
Alignment: Unaligned - Languages: Telepathy 20 (creator only)

Necrofocus (Sacrifice X; 1/round): Once per round as a minor action, you can pay the Necrofocus cost. If you do, the skeleton warrior gains X charge counters. The skeleton warrior can have no more than 5 charge counters at one time. Whenever the skeleton warrior is hit or missed by a melee attack, its attacker takes 2 cold and necrotic damage for each charge counter it has.

Animate Dread Zombie - Wizard Attack 1
The corpse of a recently slain foe animates and rises into an indomitable shambling hulk.
Daily ✦ Arcane, Implement, Shadow, Summoning
Minor Action - Ranged 10
Target: One dead creature
Effect: You summon a dread zombie from the target's corpse in its space, or the nearest unoccupied space it can occupy within range. The warrior has the size and reach of the target.

Dread Zombie
Variable natural animate (undead)
HP: your bloodied value
Defenses: your defenses +4 Fortitude, -2 Reflex, not including any temporary bonuses or penalties
Perception: Darkvision
Speed: The target's movement modes other than teleportation. Their speeds are reduced to the lower of 4 or their current speed.
Immune: charm, disease, fear, poison
Resist: 10 necrotic
Vulnerability: 5 radiant, 10 critical hits
--------------------------------------------------------------------------
Traits:
Undead Vitality - Aura 2
You and allies within the aura (including the dread zombie) gain a +2 bonus to their Fortitude defense and death saving throws.

Intrinsic Nature: If you haven't given the dread zombie any commands by the end of your turn, it attacks a grabbed enemy, or moves its speed adjacent to and grabs the nearest enemy.
--------------------------------------------------------------------------
Standard Actions:
Melee Basic; Zombie Slam * At-Will
Attack: Melee touch (one creature); Intelligence + 2 vs. AC
Hit: 1d8 + Intelligence modifier damage. If the target is grabbed, this attack deals +1d8 extra damage.

Melee Basic; Zombie Grab * At-Will
Attack: Melee touch (one creature); Intelligence + 2 vs. AC
Hit: The target is grabbed (until escape). Attempts to escape this grab take a -5 penalty and are against the dread zombie's highest defense.
--------------------------------------------------------------------------
Minor Actions:
Move * At-Will (1/round)
Effect: The minion either walks, shifts, runs, stands up, squeezes, or crawls.
--------------------------------------------------------------------------
Triggered Actions:
Wretched Revival * At-Will
Trigger: The zombie is destroyed by a source other than non-fire damage or damage it isn't vulnerable to.
Effect (No Action): The zombie makes a saving throw. If it has resistance to the triggering source it gains a +5 bonus to this saving throw. On a success you don't lose a healing surge and at the end of your next turn it revives, regains hit points equal to your healing surge value and stands as a free action.
--------------------------------------------------------------------------
Skills & Attributes:
Str: 18 (+X) - Dex: 6 (+X) - Wis: 10 (+X)
Con: 18 (+X) - Int: 1 (+X) - Cha: 1 (+X)
Alignment: Unaligned - Languages: Telepathy 20 (creator only)

Necrofocus (Sacrifice X; 1/round): Once per round as a minor action, you can pay the Necrofocus cost. If you do, the dread zombie gains X charge counters. The dread zombie can have no more than 5 charge counters at one time. The dread zombie has a power bonus to saving throws to reanimate equal to the number of charge counters it has.

Surrealistik
2011-04-18, 01:30 PM
Level 2 Necromancer Features:

Level 2 Utility Necromancer Powers

You gain one of the following Utility powers:

Wretched Sacrifice - Wizard Utility 2
You draw the unliving essence from your minions to shelter an ally with bleak violet energy.
Encounter ✦ Arcane, Necromancy, Shadow
Immediate Interrupt - Close burst 5
Trigger: You or an ally takes damage
Target: You or one ally in the burst
Necrofocus (Sacrifice X): The target gains temporary hit points equal to 5 times X until the end of your next turn. These temporary hit points stack with other temporary hit points the target currently has.
Special: You can use this power as a minor action instead of an immediate interrupt.

Restless Dead - Wizard Utility 2
Raising your implement, you beckon your fallen minions to rise again.
Encounter ✦ Arcane, Healing, Necromancy, Shadow
Minor Action - Ranged 10
Target: Up to Intelligence modifier destroyed undead summon allies within range
Effect: The target revives with 1 hit point and stands as a free action. Summons revived in this way don't cause their controller to lose a healing surge when destroyed.
Necrofocus (Healing Surge X): For each healing surge you spend, one target gains temporary hit points equal to your healing surge value.

Transference of Might - Wizard Utility 2
You act as a spiritual conduit, transferring life force from one ally to another.
Encounter ✦ Arcane, Necromancy, Shadow
Minor Action - Close burst 5
Target: You or one non-minion ally within range.
Effect: The target is weakened until the end of your next turn. You or another ally in the burst gains a power bonus to damage on the next attack it hits with equal to your Intelligence modifier + half the target's level until the end of your next turn.
Necrofocus (Sacrifice X): Increase the power bonus to damage by X.

Fog of Shades - Wizard Utility 2
A fog of troublesome spirits roil and shift, grasping and pulling at any enemies who dare enter.
At-Will ✦ Arcane, Necromancy, Shadow, Zone
Minor Action - Area burst 1 within 10 squares
Effect: The burst creates a zone that lasts until the end of your next turn or you dismiss it as a minor action. The zone is lightly obscured. All bright light within the zone is dim light, and all dim light within the zone is darkness. All terrain within the zone is difficult terrain to enemies. An enemy that ends its turn in the zone is slowed, grants combat advantage, and can't shift until it leaves the zone. You can move the zone 3 squares as a move action. Whenever a living non-summon or non-minion creature dies while in the zone, increase the size of the zone by 1, and you can sustain this power as no action until the end of your next turn.
Sustain Minor: The zone persists until the end of your next turn and you can move it 1 square.
Necrofocus (Sacrifice X; 1/round): Once per round as a minor action, you can pay the Necrofocus cost. If you do, you count as sustaining the zone, and you increase the size of the burst by +1 for every 2 corpses and/or summons destroyed in this way.

Minor Blight - Wizard Utility 2
Dark incantations blight the ground with a thin miasma of necrotic energy.
At-Will ✦ Arcane, Necromancy, Necrotic, Shadow, Zone
Requirement: You must control at least one undead summon within range.
Minor Action - Ranged 5
Target: One undead summon you control.
Effect: You destroy the target. You create a zone of necrotic energy in a square within range. The zone lasts until the end of the encounter. The zone is difficult terrain to enemies. Enemies within the zone grant combat advantage. Whenever an enemy ends its turn within the zone, it takes Charisma modifier necrotic damage. Whenever an undead ally ends its turn within the zone, it gains Charisma modifier temporary hit points. You can dismiss this effect for any number of squares as a minor action.
Special: Whenever more squares are subject to this power's effects than your Intelligence modifier at one time, choose a number of affected squares equal to the excess. The effect ends for the chosen squares.
Necrofocus (Sacrifice X; 1/round): Once per round as a minor action, you can pay the Necrofocus cost. If you do, for each corpse or undead summon destroyed in this way you can subject another square to this effect.


Level 3 Necromancer Features:

Level 3 Encounter Necromancer Powers

You gain one of the following encounter powers:

Spawn From Shadow - Wizard Attack 3
From the shadow cast by an ally or enemy, you conjure a nightmarish, life-eating facsimile of the target.
Encounter ✦ Arcane, Cold, Implement, Necrotic, Necromancy, Shadow, Summoning
Standard Action - Ranged 10
Target: One creature
Effect: You summon an undead minion in unoccupied squares within range adjacent to the target as if it were summoned with your Necromancer's Summons power. The minion has the size and reach of the target, the shadow keyword, insubstantial, phasing, a +10 bonus to Stealth checks in dim light or darkness and can make Stealth checks to hide in squares of dim light or darkness, or with cover provided by a creature. The minion has combat advantage against enemies in dim light or darkness. This minion lasts until the end of the encounter. If the target the minion was summoned adjacent to is an enemy, it makes an attack against the target as a free action with combat advantage. The minion has the following special commands instead of those it normally gains from Necromancer's Summons:

Standard Action: Melee touch; One creature within reach; Intelligence vs. Reflex; 1d6 + Intelligence modifier cold and necrotic damage, and the target is slowed until the end of your next turn. If the target is in dim light or darkness, it is also weakened until the end of your next turn.
Opportunity Action: Melee touch; One creature within reach; The minion uses its Standard Action attack.
Minor Action: Requirement: The minion is in a square of dim light or darkness; The minion teleports its speed to a square of dim light or darkness.

Necrofocus (Sacrifice 2): Until the end of your next turn, the next time the undead minion summoned with this power hits an enemy, it deals Charisma modifier extra damage, and that enemy is blinded until the end of your next turn.

Life Siphon - Wizard Attack 3
You unleash a swirling vortex of necrotic energies that siphons the life force of your foes.
Encounter ✦ Arcane, Healing, Implement, Necrotic, Necromancy, Shadow
Standard Action - Close Blast 5
Target: Each enemy in the blast
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier necrotic damage.
Effect: For every two targets dealt damage by this power, you or an ally within the blast can spend a healing surge, or you can use Risen Dead as a free action on a corpse in the blast. A creature may only spend one healing surge in this way, except for the purpose of spending healing surges for its summons.
Necrofocus (Sacrifice 2): Increase the size of the burst by +1.

Soul Harrow - Wizard Attack 3
Wailing ghosts and phantasms coalesce from the shadows, terrifying your opponents into frantic flight.
Encounter ✦ Arcane, Fear, Implement, Necromancy, Shadow
Standard Action - Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Will
Hit: The target runs, moving as many squares as possible away from the origin square as a free action. Each square the target moves into during this movement must be further away from the origin square. Any target that cannot move a number of squares equal to its run speed in this way falls prone at the end of this movement. The target within the origin square is dazed until the end of your next turn.
Necrofocus (Sacrifice 2): Increase the size of the burst by +1.

Theft of Alacrity - Wizard Attack 3
Blue-black tendrils of deathly cold wrap around your foe, leeching its agility into an ally.
Encounter ✦ Arcane, Implement, Cold, Necromancy, Necrotic, Shadow
Standard Action - Close blast 5
Target: Each enemy in the blast
Attack: Intelligence vs. Fortitude
Hit: Intelligence modifier cold and necrotic damage. The target is slowed, and takes a -2 penalty to its Dexterity skill and ability checks and AC and Reflex defenses until the end of your next turn.
Effect: For each target hit by this power, choose a creature within a close burst 5 of you. The chosen creature gains a +2 bonus to speed, dexterity skill and ability checks, AC and Reflex defenses. You can only choose a creature once in this way.
Necrofocus (Sacrifice X): Increase the bonus and penalty by half of X.

Bone Totem - Wizard Attack 3
You conjure a pillar of bone acting as a nexus for necromantic energy that periodically deluges your foes in life suppressing energy.
Encounter ✦ Arcane, Implement, Conjuration, Necromancy, Necrotic, Shadow
Standard Action - Ranged 10
Effect: You conjure a bone totem in an unoccupied square within range that lasts until the end of your next turn, and it uses its Bone Totem Attack. The bone totem occupies its square, can be targeted and damaged as a creature, counts as an object, has vulnerable 10 radiant, and hit points equal to your healing surge value.
Sustain Minor: The totem lasts until the end of your next turn, and you can use its attack.
Necrofocus (Sacrifice 2): You count as sustaining this power and can use its attack.
Bone Totem Attack - Wizard Attack 3
Standard Action - Close burst 3
Requirement:
Target: Each enemy in the burst
Attack: Intelligence vs. Fortitude
Hit: Until the end of your next turn, the target is subject to the following effects:

The next time the target takes damage, it takes Intelligence modifier extra necrotic damage, and can't regain hit points until the end of your next turn.
If the target drops to 0 or fewer hit points while in the burst, you summon an undead minion from its corpse as if you had used your Risen Dead power on it.



Level 4 Necromancer Features:

Level 4: Adept of Undeath

You gain resistance to necrotic or poison damage equal to 5 + half your character level.

Level 4: Greater Risen Dead

Undead minions you summon with your Risen Dead power now gain the senses, immunities, resistances, and vulnerabilities of its target, except for any necrotic or poison vulnerability in addition to the immunities, resistances and vulnerabilities they receive from Necromancer's Summons.


Level 5 Necromancer Features:

Level 5 Daily Necromancer Powers

You gain the Summon Wraith, Summon Ghoul, or Unhallow power:

Summon Wraith - Wizard Attack 5
From the corpse of a fallen enemy, you conjure a vengeful wraith.
Daily ✦ Arcane, Cold, Implement, Necrotic, Shadow, Summoning
Minor Action - Ranged 10
Target: One dead creature
Effect: You summon a wraith from the target's corpse in its space , or the nearest unoccupied space within range. The wraith has the size and reach of the target.

Wraith
Variable shadow animate (undead)
HP: your bloodied value
Defenses: your defenses not including any temporary bonuses or penalties
Perception: Darkvision
Speed: Fly 6 (hover)
Immune: charm, disease, fear, poison
Resist: 10 necrotic
Vulnerability: 5 radiant
--------------------------------------------------------------------------
Traits:
Insubstantial
Non-radiant and force damage deals half damage to the wraith. It loses this trait until the end of its next turn when it takes radiant damage.

Wraith's Cunning - Aura 2
You and allies within the aura (including the wraith) deal +1d6 extra cold and necrotic damage to creatures granting combat advantage.

Intrinsic Nature: If you haven't given the wraith any commands by the end of your turn, it attacks an adjacent living enemy. If it can't, it shifts its speed to the nearest square where it can hide from at least one enemy, and makes a Stealth check to become hidden.

Create Spawn: Whenever the wraith drops a living creature to 0 hit points or fewer, an undead minion is summoned from that creature's corpse as if you had subjected it to your Risen Dead power. That minion gains fly (hover) 6, insubstantial, phasing, deals cold and necrotic damage, targets Reflex instead of AC, and shifts when it moves.
--------------------------------------------------------------------------
Standard Actions:
Melee Basic; Wraith Touch (cold, necrotic) * At-Will
Attack: Melee touch (one creature); Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier cold and necrotic damage. The target is slowed until the end of your next turn or if the wraith is hidden from the target this attack deals +3d6 extra damage or the target is slowed and weakened until the end of your next turn instead.
--------------------------------------------------------------------------
Minor Actions:
Move * At-Will (1/round)
Effect: The wraith either walks, shifts, runs, stands up, squeezes, or crawls.
--------------------------------------------------------------------------
Move Actions:
Shadow Glide* At-Will (1/round)
Effect: The wraith shifts its speed.
--------------------------------------------------------------------------
Triggered Actions:
Shadow Fade (teleportation) * At-Will
Trigger: The wraith takes non-force, non-radiant damage.
Effect (No Action): The wraith becomes invisible and teleports 6 squares. It can't attack until the end of your next turn.
--------------------------------------------------------------------------
Skills & Attributes:
Your Stealth +10
Str: 18 (+X) - Dex: 20 (+X) - Wis: 10 (+X)
Con: 18 (+X) - Int: 1 (+X) - Cha: 1 (+X)
Alignment: Unaligned - Languages: Telepathy 20 (creator only)

Necrofocus (Sacrifice X; 1/round): Once per round as a minor action, you can pay the Necrofocus cost. If you do, put X charge counters on the wraith. The wraith cannot have more than 5 charge counters at one time. Whenever the wraith hits with an attack, you or an ally within range (including the wraith) regains hit points equal to the number of charge counters on the wraith.

Summon Ghoul - Wizard Attack 5
From the corpse of a fallen enemy, you conjure a ravenous ghoul.
Daily ✦ Arcane, Cold, Implement, Necrotic, Shadow, Summoning
Minor Action - Ranged 10
Target: One dead creature
Effect: You summon a ghoul from the target's corpse in its squares, or the nearest unoccupied squares within range. The ghoul has the size and reach of the target, has the undead keyword, darkvision, speed 8, climb speed 4, a +5 bonus to Stealth checks, immune disease and poison, resist 10 necrotic and vulnerable 5 radiant. The ghoul can jump its speed when it moves. You can give the ghoul the following special commands:

Standard Action: One creature within reach; Intelligence +2 vs. AC; 1d8 + Intelligence modifier damage. The target is immobilized until the end of your next turn, and is grabbed by the ghoul. All attempts to escape this grab are against your Reflex defense.
Standard Action: One helpless, immobilized or stunned creature within reach; Intelligence +4 vs. AC; 2d8 + Intelligence modifier damage. The target is dazed until the end of your next turn.
Opportunity Attack: One creature within reach; The ghoul uses its standard action attack.
Intrinsic Nature: If you haven't given the ghoul any commands by the end of your turn, it moves adjacent to and attacks the nearest bloodied, helpless, immobilized, or stunned living enemy. If it can't, it moves adjacent to and attacks the nearest bloodied, helpless, immobilized, or stunned living creature.
Symbiosis: You and allies within 2 squares of the ghoul (including the ghoul) regain Charisma modifier hit points whenever they hit a helpless, stunned or immobilized enemy.
Create Spawn: Whenever the ghoul drops a living creature to 0 hit points or fewer, an undead minion is summoned from that creature's corpse as if you had subjected it to your Risen Dead power. That minion increases its speed by +2, gains a climb speed equal to half its speed, deals 1d8 extra damage to helpless, immobilized, or stunned creatures it hits, and can jump its speed when it moves.
Necrofocus (Sacrifice X; 1/round): Once per round as a minor action, you can pay the Necrofocus cost. If you do, put X charge counters on the ghoul. The ghoul cannot have more than 5 charge counters at one time. Enemies take a penalty to all attempts to escape the ghoul's grabs equal to the number of charge counters on it.

Unhallow - Wizard Attack 5
At the last word of your incantations, the ground falls into darkness, crawling with roiling tendrils of shadow.
Daily ✦ Arcane, Healing, Implement, Necrotic, Shadow, Zone
Standard Action - Close burst 1
Effect: The burst creates a zone that lasts until the end of your next turn. You can move the zone 3 squares as a move action. Enemies that start their turn within the zone take 1d6 + Charisma modifier necrotic damage. Undead allies that start their turn (undead summons count as starting their turn at the start of their controller's turn) within the zone regain Charisma modifier hit points, gaining any excess hit points as temporary hit points. During an encounter, temporary hit points gained from this power stack with other temporary hit points.
Sustain Minor: The zone persists until the end of your next turn.
Sustain Standard: The zone persists until the end of your next turn, and you increase the size of the burst by +1 (maximum +5).
Special: When you sustain this power, each destroyed undead summon ally within the zone revives and stands with 1 hit point as a free action. Summons revived in this way don't cause their controller to lose a healing surge when destroyed.
Necrofocus (Healing Surge 1; 1/round): Once per round as a free action, you can pay the Necrofocus cost. If you do the power is sustained as if you had sustained it with a standard action.

Soul Venom - Wizard Attack 5
You blight an enemy with a miasma of soul rending toxins that destroy the soul as they wither the body.
Daily ✦ Arcane, Implement, Necrotic, Necromancy, Poison, Shadow
Standard Action - Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d12 + Intelligence modifier necrotic and poison damage. The target automatically fails all saving throws against the effects of this power until the end of your next turn.
Miss: Half damage. The target gains a +5 bonus to its next saving throw against the effects of this power.
Effect: The target is subject to soul venom (save ends). A creature subject to soul venom is subject to the following effects:

Ongoing 10 necrotic and poison damage.
Grants combat advantage.
Can't regain hit points, gain temporary hit points.
Can't benefit from bonuses.
Whenever the target fails a save against this effect, it takes a -1 penalty to its attack rolls, savings throws, ability and skill checks and defenses and an ally within a close burst 5 of you or the target gains an equal bonus to the same statistic until the effect ends for the target. No statistic can be reduced or increased by more than 6 in this way.

Necrofocus (Sacrifice X; 1/round): Once per round as a minor action, you can pay the Necrofocus cost. If you do, the target takes a -X penalty to saving throws against the effects of this power until the end of your next turn.


Level 6 Necromancer Features:

Level 6 Utility Necromancer Powers

You gain the Bone Armor, Necrochannel or Wretched Reclamation power:

Bone Armor - Wizard Utility 6
You summon an array of jagged bone shards about yourself or an ally, bound and melded with necromantic energies.
Daily ✦ Arcane, Necromancy, Shadow
Minor Action - Ranged 5
Target: You or one ally
Effect: The target gains temporary hit points equal to twice your healing surge value. Until the target has no temporary hit points or until the end of the encounter, it gains resist all equal to your Charisma modifier, and whenever a creature hits the target with a melee attack, that creature takes Charisma modifier damage.
Special: Temporary hit points gained from this power (including from the Necrofocus effect) during an encounter stack with other temporary hit points.
Necrofocus (Sacrifice X; 1/round): While the target is within range, you can pay the Necrofocus cost. If you do, for each corpse or summon destroyed in this way, the target gains Charisma modifier temporary hit points.

Necrochannel - Wizard Utility 6
Drawing necromantic power from your minions and nearby corpses, you invest yourself or an ally with profane might.
Encounter ✦ Arcane, Necromancy, Shadow
Free Action - Close burst 5
Target: You or one ally in range
Effect: Destroy any number of corpses or undead allies you control within range. The target gains a +1 power bonus to attack rolls, defenses, skill checks or saving throws for each corpse or undead ally destroyed in this way until the start of your next turn.
Necrofocus (Healing Surge 1): Increase the power bonus by your Charisma modifier.

Death's Reprieve - Wizard Utility 6
Investing the corpse of an ally with the power of the Shadowfell, you temporary revive him as an undead creature.
Encounter ✦ Arcane, Necromancy, Necrotic, Shadow
Minor Action - Ranged 5
Target: One non-undead, non-minion creature
Effect: The target becomes an undead ally until the end of your next turn and stands as a free action. At the end of this time, the target dies, but can be brought back to life with the Raise Dead ritual or similar means. The target gains temporary hit points equal to its bloodied value and gains the undead keyword. It is immune to disease and poison, has resist 10 necrotic and vulnerable 5 radiant, and its melee attacks deal extra necrotic damage equal to your Charisma modifier. The target is otherwise unchanged and can act normally.
Sustain Minor: Spend a healing surge but don't regain any hit points. Instead the effect persists until the end of your next turn. If you don't have any healing surges remaining, you take necrotic damage equal to your healing surge value instead. This damage can't be reduced or prevented.

Transference of Soul - Wizard Utility 6
You act as a spiritual conduit, transferring life force from one ally to another.
Encounter ✦ Arcane, Necromancy, Shadow
Minor Action - Close burst 5
Target: You and each ally in the burst
Effect: The target may spend a healing surge. If it does, instead of regaining hit points, another target of your choice gains those hit points instead. Excess hit points gained in this way become temporary hit points. Temporary hit points gained from this power stack with other temporary hit points when acquired. Damage dealt by this power cannot be reduced in any way.
Necrofocus (Sacrifice X): Each target that gains hit points from this power gains extra hit points equal to X times two.

Wretched Reclamation - Wizard Utility 6
The Shadowfell enlarges your armies of undeath in exchange for your sacrifice.
At-Will ✦ Arcane, Implement, Necromancy, Shadow, Summoning
Requirement: You must have a healing surge.
Minor Action - Ranged 10
Effect: You spend a healing surge. Instead of regaining hit points you summon an undead minion in an unoccupied square within range as if you had summoned it with your Necromancer's Summons power. This minion lasts until the end of the encounter.
Necrofocus (Healing Surge 1): The minion summoned in this way has the shadow keyword, flying, phasing, insubstantial and hit points equal to your healing surge value. This minion deals necrotic damage, and deals 1d8 extra damage when it hits with an attack.


Level 7 Necromancer Features:

Level 7 Necromancer Encounter Powers

You gain the Chill Touch or Death Bomb power:

Chill Touch - Wizard Attack 7
You infuse the weapons and implements of your allies with the life-stealing chill of the grave.
Encounter ✦ Arcane, Cold, Implement, Necrotic, Necromancy, Shadow
Standard Action - Ranged 5
Target: You and allies in range
Effect: Until the end of your next turn, whenever the target hits with an attack, it deals extra cold and necrotic damage equal to your Intelligence modifier, and whenever it hits a creature, that creature is slowed until the end of the target's next turn. If that creature is already slowed in this way, it is immobilized until the end of the target's next turn instead. If that creature is already immobilized in this way, it is restrained until the end of the target's next turn instead.
Necrofocus (Healing Surge 1): Increase the extra damage by your Charisma modifier.

Death Bomb - Wizard Attack 7
You impel corpses and summons to detonate in a riot of black fire that enervates your foes as it empowers your allies.
Encounter ✦ Arcane, Fire, Implement, Necrotic, Necromancy, Shadow
Standard Action - Ranged 10
Primary Target: Any number of corpses and undead summons you control in range
Effect: Destroy the primary target. Make the following attack in a close burst 1 centred on each primary target destroyed in this way:
Secondary Target: Each enemy in the burst
Attack: Intelligence vs. Reflex
Hit: 1d8 fire and necrotic damage.
Effect: Each ally in the burst gains temporary hit points equal to the damage dealt. Temporary hit points gained from this power during an encounter stack with temporary hit points from other sources.
Necrofocus (Healing Surge 1): This power deals extra damage equal to your Charisma modifier.

Surging Dead - Wizard Attack 7
Reciting an edict of animation, you compel the dead to rise and assault your foes.
Encounter ✦ Arcane, Implement, Necromancy, Shadow, Zone
Standard Action - Close burst 5
Targets: Up to Intelligence modifier corpses in the burst
Effect: You summon an undead minion from the target as if you had used your Risen Dead power on it. Each minion summoned with this power then shifts Charisma modifier squares (minimum 1) and makes an attack as a free action with a bonus to the attack roll equal to your Charisma modifier (minimum 1).
Necrofocus (Healing Surge 1): You can pay the Necrofocus cost when you use this power. If you do, increase the number of targets by your Constitution modifier.

Enervating Web - Wizard Attack 7
Tendrils of bright light and ebony shadow criss-cross in an area you designate, leeching the vitality from foes within.
Encounter ✦ Arcane, Implement, Necromancy, Shadow, Zone
Standard Action - Area burst 1 within 10 squares
Effect: The burst creates a zone of that lasts until the end of your next turn. Enemies in the zone grant combat advantage, can't gain regain hit points or gain temporary hit points or benefit from bonuses. Whenever an enemy ends its turn in the zone or takes damage in the zone, it becomes slowed and weakened until the end of your next turn, and you end an effect that slows and/or weakens yourself or an ally within a close burst 5 of that enemy.
Necrofocus (Sacrifice X): You can pay the Necrofocus cost when you use this power. If you do, increase the size of the burst by half of X.

Theft of Sense - Wizard Attack 7
Shifting indigo-black tendrils of necrotic energy wrap around your foe, leeching its senses into an ally.
Encounter ✦ Arcane, Implement, Necromancy, Necrotic, Psychic, Shadow
Standard Action - Close blast 5
Target: Up to two creatures in the blast
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier necrotic and psychic damage. The target is blinded and loses all special senses until the end of your next turn.
Effect: For each target hit by this power, choose a creature within range you have line of effect to. The chosen creature gains a +5 bonus to Perception, and the special senses of the target. You can only choose a creature once in this way.
Necrofocus (Sacrifice X): You can pay the Necrofocus cost when you use this power. If you do, you can choose a number of additional targets equal to X divided by 2.


Level 9 Necromancer Features:

Level 9 Daily Necromancer Powers

You gain the Summon Life-Eater Wight, Summon Zombie Throng, or Aura of Enervation power:

Summon Life-Eater Wight - Wizard Attack 9
From the corpse of a fallen enemy, you conjure a feral, soulthirsting wight.
Daily ✦ Arcane, Implement, Necrotic, Shadow, Summoning
Minor Action - Ranged 10
Target: One dead creature
Effect: You summon a wight from the target's corpse in its squares, or the nearest unoccupied squares within range. The wight has the size and reach of the target, has the undead keyword, darkvision, speed 7, a +5 bonus to Stealth checks, immune disease and poison, resist 10 necrotic and vulnerable 5 radiant. You can give the wight the following special commands:

Standard Action: One creature within reach; Intelligence +2 vs. AC; 2d6 + Intelligence modifier necrotic damage. The target takes extra necrotic damage equal to your healing surge value, and the wight shifts 2 squares.
Opportunity Attack: One creature within reach; The wight uses its first standard action attack.

Intrinsic Nature: If you haven't given the wight any commands by the end of your turn, it shifts and attacks an adjacent living enemy, flanking it if possible. If it can't, it moves to a square adjacent to a living enemy, flanking it if possible, then attacks it.
Symbiosis: You and allies within 2 squares of the wight (including the wight) shift 1 square whenever they hit a target.
Create Spawn: Whenever the wight drops a living creature to 0 hit points or fewer, an undead minion is summoned from that creature's corpse as if you had subjected it to your Risen Dead power. That minion increases its speed by +1, deals necrotic damage and deals extra necrotic damage equal to half your healing surge value whenever it hits a creature.
Necrofocus (Sacrifice X; 1/round): Once per round as a minor action, you can pay the Necrofocus cost. If you do, put charge counters on the wight equal to half of X. The wight cannot have more than 5 charge counters at one time. Increase the number of squares you and allies shift from this power's symbiosis effect by +1 for every charge counter on the wight.


Summon Zombie Throng - Wizard Attack 9
The earth parts, spewing forth a legion of zombies to do your bidding. Those they kill rise again to join its shambling breadth.
Daily ✦ Arcane, Implement, Shadow, Summoning
Minor Action - Ranged 10
You summon a huge zombie throng in occupied squares within range on the ground. The throng is 1 square tall, has the swarm and undead keywords, darkvision, speed 4, immune charm, disease, fear and poison, resist 10 necrotic, a +4 bonus to Fortitude, resist half damage from melee and ranged attacks, vulnerable 5 radiant, vulnerable 10 close and area attacks, and vulnerable 20 critical hits. The throng is comprised of medium sized creatures. You can give the throng the following special commands:

Standard Action: Melee 1; One creature; Intelligence +2 vs. AC; 2d8 + Intelligence modifier damage.
Standard Action: Close burst 1; Each enemy in burst; Intelligence +2 vs. AC; 1d8 + Intelligence modifier damage.
Standard Action: Close burst 1; Each enemy in burst the throng can see; Intelligence vs. Reflex; The target is grabbed. Attempts to escape this grab are against your Reflex defense, and take a -5 penalty.
Opportunity Attack: Melee 1; One creature; The throng uses its first standard action attack against the target.

Intrinsic Nature: If you haven't given the throng any commands by the end of your turn, it attacks each enemy it's grabbing with its second standard action attack. If it's not grabbing any enemies, it instead uses its third standard action attack. If no enemies are adjacent to it, the throng moves to a square adjacent to the nearest enemy.
Symbiosis: You and allies within 2 squares of the throng (including the throng) deal +1d8 extra damage on attacks that hit grabbed creatures.
Create Spawn: Whenever the throng reduces a living creature to 0 hit points or fewer, that creature's corpse is destroyed, the throng gains two charge counters.
Necrofocus (Sacrifice X; 1/round): Once per round as a minor action, you can pay the Necrofocus cost. If you do, put charge counters on the throng equal to X. The throng gains a +2 bonus to damage rolls, and increases its maximum hit points by half your healing surge value for every two charge counters on it. The throng increases its size (but not height) by +1 for every 6 charge counters on it.

Aura of Enervation - Wizard Attack 9
Channelling the chill darkness of the Shadowfell, you project an enervating shadow that steals the strength of your foes.
Daily ✦ Arcane, Shadow
Minor Action - Personal
Effect: You gain an aura 3 until the end of the encounter. Enemies within the aura grant combat advantage, can't regain hit points, gain temporary hit points, or benefit from bonuses. Whenever an enemy enters or starts its turn in the aura, it takes a penalty to its attack rolls, savings throws, skill checks or defenses (your choice) equal to half your Charisma modifier (minimum 1) and you or an ally within the aura gains an equal bonus to the same statistic until the start of that enemy's next turn. A bonus or penalty applied by this power to a creature replaces all other bonuses and penalties applied by this power on that creature.
Necrofocus (Healing Surge 1; 1/round): Once per round as a minor action, you can pay the Necrofocus cost. If you do, increase the size of the aura by half of X.

Shadow Mire - Wizard Attack 9
Geysers of black, green and indigo necrotic poison erupt from the ground, flooding the area with soul eroding toxins and fogs. By personal force of will you dare not rescind, you render the area safe for your allies.
Daily ✦ Arcane, Acid, Implement, Necrotic, Necromancy, Poison, Shadow, Zone
Standard Action - Area burst 2 within 10 squares
Effect: The burst creates a zone of difficult terrain that lasts until the end of the encounter. Squares within the zone count as swamp land in addition to their normal types. Enemies within the zone are subject to the following effects:

Squares within the zone are lightly obscured to enemies.
Enemies within the zone are slowed and grant combat advantage.
Whenever an enemies ends its turn in the zone, it takes 5 + Constitution modifier necrotic and poison damage, and ongoing 5 necrotic and poison damage (save ends).

Sustain Minor: The zone persists until the end of your next turn.
Sustain Standard: The zone persists until the end of your next turn, and you increase the size of the burst by +1 (maximum +5).
Special: If you do not sustain the zone, the zone affects living creatures instead of enemies, and the size of the burst decreases by 1. When the size of the burst becomes 0 or less, the zone ends.
Necrofocus (Sacrifice 4; 1/round): Once per round as a free action, you can pay the Necrofocus cost. If you do, you count as having sustained the zone with a standard action.


Level 10 Necromancer Features:

Level 10: Master of Undeath

Whenever you or an undead summon you control deals damage to an undead creature with necrotic or poison damage, you can have that damage count as though it were radiant damage.

Level 10: Risen Dead Mastery

Undead minions you summon with your Risen Dead power gain the basic attacks of the dead creatures they're summoned from, and can be commanded to use these attacks as a Standard Action. The attack bonus of these attacks that target the AC defense is equal to your level + 5. The attack bonus of these attacks that target a non-AC defense is equal to your level + 3. Instead of rolling for damage, each damage dice deals half its maximum damage (e.g. 1d6 always deals 3 damage).

Level 10 Utility Necromancer Powers

You gain the Body Guard or Gathering Darkness power:

Body Guard - Wizard Utility 10
With a telepathic command, an undead minion materializes from the Shadowfell to interpose itself between an attack and an ally.
Encounter ✦ Arcane, Necromancy, Shadow
Immediate Interrupt - Close burst 10
Trigger: You or an ally are targeted by an attack
Target: The targeted creature
Effect: You summon an undead minion in an unoccupied square adjacent to the target with your Necromancer's Summons power. This undead minion swaps positions with the target. If the target is targeted with a melee or ranged attack, the attack targets that undead minion instead. If the target is targeted with a burst or wall attack, the attack targets that undead ally instead if the target is moved outside of the burst.
Necrofocus (Sacrifice 4): This power recharges.

Sustenance of Soul - Wizard Utility 10
You harness your life energy, channelling it to sustain your magicks.
Encounter ✦ Arcane, Necromancy, Shadow
Requirement: You must have at least one healing surge.
Free Action - Personal
Effect: You spend a healing surge. Instead of regaining hit points, an arcane or shadow effect you created that would end at the end of this turn instead ends at the end of your next turn.
Necrofocus (Healing Surge 1): You regain the use of this power.

Gathering Darkness - Wizard Utility 10
You coalesce ambient shadows unto yourself, creating a well of impenetrable darkness.
Daily ✦ Arcane, Necromancy, Shadow
Minor Action - Personal
Effect: You gain an aura 2 until the end of the encounter. All light in the aura is darkness. You and allies in the aura gain darkvision, resist radiant 5 + half your level, and a Charisma modifier bonus to saving throws against radiant effects (minimum +1).
Necrofocus (Sacrifice X; 1/round): Once per round as a minor action, you can pay the Necrofocus cost. If you do, increase the size of the aura by half of X.

Nightshroud - Wizard Utility 10
Shades and darkness dart and swirl about your ally, warding him in necrotic, life-stealing shadow.
Daily ✦ Arcane, Necromancy, Necrotic, Shadow
Minor Action - Close burst 5
Target: You or one creature in the burst
Effect: The target gains concealment, radiant and necrotic resistance equal to your level + your Intelligence modifier and an aura 1. Squares in the aura are dimly lit. Whenever a creature attacks the target with a melee attack, that creature, and all enemies in the aura take necrotic damage equal to the resistance granted in this way. These effects last until the end of the encounter.
Necrofocus (Sacrifice X; 1/round): Once per round as a minor action, you can pay the Necrofocus cost. If you do, increase the resistances granted by this power by +X.

Will of the Necromancer - Wizard Utility 10
With the invocation of this arcana, your authority over the dead proves as absolute as it is undeniable.
Daily ✦ Arcane, Necromancy, Shadow
Minor Action - Personal
Effect: Until the end of the encounter, the number of additional undead minions you can command with a standard, minor or opportunity action as per your Necromancer Summons power increases by an amount equal to half your Intelligence modifier (minimum +2), and you gain a Charisma modifier power bonus to all attack rolls made with your Command Undead power.
Necrofocus (Healing Surge 1): The number of additional undead minions you can command with a standard, minor or opportunity action increases by an amount equal to half your Charisma modifier (minimum +1).

Fell Conversion - Wizard Utility 10
You convert and fashion the body and essence of your undead summons into protective necromantic energies.
At-Will ✦ Arcane, Necromancy, Shadow
Minor Action - Close burst 5
Target: Two undead summons you control within the burst.
Effect: The target and its corpse are destroyed. Choose a non-enemy creature within the burst. The chosen creature can spend a healing surge. Instead of regaining hit points, that creature gains temporary hit points equal to its healing surge value. During an encounter, temporary hit points gained in this way stack with other temporary hit points.
Necrofocus (Sacrifice 4): When the target spends a healing surge with this power, it gains temporary hit points equal to twice its healing surge value instead.
Special: You can only use this power once per round.

Surrealistik
2011-04-18, 01:32 PM
Level 13 Necromancer Features:

Level 13 Necromancer Encounter Powers

You gain one of the following Encounter powers:

Theft of Might - Wizard Attack 13
Shifting ebony black tendrils of necrotic energy wrap around your foe, leeching its physical might into an ally.
Encounter ✦ Arcane, Implement, Necromancy, Necrotic, Shadow
Standard Action - Close blast 5
Target: Each enemy in the blast
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier necrotic damage. The target is weakened and takes a -2 penalty to all Strength skill and ability checks, and its Fortitude defense until the end of your next turn.
Effect: For each target hit by this power, choose a creature within a close burst 5 of you or the target. The chosen creature deals Intelligence modifier extra damage on its melee attacks and gains a +2 bonus to Strength skill and ability checks, and its Fortitude defense until the end of your next turn. You can only choose a target once in this way.
Necrofocus (Sacrifice X): Increase the bonuses and penalties applied by this power by an amount equal to X divided by 2.


Level 15 Necromancer Features:

Level 15 Necromancer Daily Powers

You gain one of the following Daily powers:



Level 16 Necromancer Features:

Level 16 Necromancer Utility Powers

You gain one of the following Utility powers:



Level 17 Necromancer Features:

Level 17 Necromancer Encounter Powers

You gain one of the following Encounter powers:



Level 19 Necromancer Features:

Level 19 Necromancer Daily Powers

You gain one of the following Daily powers:

Mando Knight
2011-04-18, 01:37 PM
(Please excuse me if you weren't done reserving posts)

Did you already review the Heroes of Shadow Necromancer? I haven't evaluated either your version or WotC's, but I find it's usually best not to try to do something that's already done unless it can be done better...

Surrealistik
2011-04-18, 01:52 PM
(Please excuse me if you weren't done reserving posts)

Did you already review the Heroes of Shadow Necromancer? I haven't evaluated either your version or WotC's, but I find it's usually best not to try to do something that's already done unless it can be done better...

Yeah, I was sadly disappointed (this is actually why I'm writing up this Wizard variant); it really doesn't even begin to capture the notion of a minion wielding necromancer until L20 with the Enigmatic Mage Daily.

Mando Knight
2011-04-18, 04:06 PM
I see. (Though, to be honest, most 3.5 necromancers aren't worth much in the minion-spam territory until later levels either, IIRC)

vasharanpaladin
2011-04-18, 04:07 PM
We're way ahead of you. (http://shadow4e.wikidot.com/necromancer-c/comments/show) :smallwink:

Surrealistik
2011-04-18, 06:09 PM
I see. (Though, to be honest, most 3.5 necromancers aren't worth much in the minion-spam territory until later levels either, IIRC)

Yeah, 3.5 wasn't much better, but that doesn't excuse 4e's lack of the minion necromancer; the idea is to improve after all.


We're way ahead of you. (http://shadow4e.wikidot.com/necromancer-c/comments/show) :smallwink:

Interesting, although it definitely has more of a controller bent than I'm going for, and is less horde intensive, though I will say it does satisfy the desired 'minion horde' flavour. Some remarkable similarities in design, though there are many substantive differences as well. I do like the notion of the 'minion' keyword and the ability to make attacks through minions.

Surrealistik
2011-04-20, 02:33 PM
Added the Symbol of the Reaper, Acolyte of Undeath, Adept of Undeath and Master of Undeath features.

Reworked the Risen Dead feature so it improves over time with Greater Risen Dead at level 4, and Risen Dead Mastery at level 10.

Added level 5, 6 and 7 powers.

Surrealistik
2011-04-22, 10:07 AM
Added level 9 powers.

Surrealistik
2011-04-26, 11:55 AM
Added Minion At-Wills, Summon Zombie Throng, Aura of Enervation, Gathering Darkness, Fog of Shades and Wretched Reclamation powers.

Clarified some wording and standardized corpse/summon referencing Necrofocus elements.

Surrealistik
2011-05-01, 12:03 PM
Added the Bone Armor L6 Daily Utility, and the Life Siphon L3 Encounter powers.

Lemonus
2011-05-03, 09:21 PM
Very nice, although I have one question. What are the defenses for the minions and such that you summon?

Surrealistik
2011-05-05, 10:04 AM
Very nice, although I have one question. What are the defenses for the minions and such that you summon?

They're equal to your defenses as per the standard Summoning keyword rules, minus any temporary bonuses or penalties.

Axeman
2011-06-16, 04:38 AM
I like it your class, mate. I’ve even aloud one of the player in my campaign to use it. Keep up the good work.:smallwink:

Surrealistik
2011-06-17, 11:23 AM
Awesome, glad to hear someone's getting use out of this. Definitely will resume work on the paragon tier then.

What level is your player? Definitely keep me posted on any balance/gameplay issues/concerns/comments as he progresses through your campaign. First hand research/play testing is invaluable to me.

Further, keep in mind this class is a work in progress; wordings and powers can and will be changed for reasons of balance, gameplay and/or clarity.

Chainsaw Hobbit
2011-06-17, 04:41 PM
You realize that WotC already made a necromancer class, right?

Surrealistik
2011-06-18, 01:35 PM
You realize that WotC already made a necromancer class, right?

A subtype of the mage is not a real class.

Also as stated earlier in the thread, said subtype was extraordinarily disappointing.


Updated the class with the Necrofocus and Corpses sections.

Added the at-will power Haunted Ground.

Added the L3 Encounter power Soul Harrow.

Added the L7 Encounter power Enervating Web.

Surrealistik
2011-06-21, 03:39 PM
Updated the class with the Create Spawn section.

Updated the encounter power Necromancer's Summons.

Updated the at-will power Risen Dead.

Added the at-will power Agony Hex.

Added the L10 Daily Utility powers Nightshroud and Will of the Necromancer.

Surrealistik
2011-07-14, 01:26 PM
Added the L1 Daily Animate Dread Zombie.

Added the L10 At-Will Utility Fell Conversion.

Cleaned up Necrofocus text.

Changed minion attacks to use a Standard rather than a Minor action.

Surrealistik
2011-07-15, 02:52 PM
Scion of Moil - Paragon Path
"The dead shall serve."

Prerequisite: Necromancer


Summons of Moil (11th level): Once per round, you can use Risen Dead as a free action. Whenever you or an undead or shadow summon you control drops a creature to 0 hit points or fewer, you can summon an undead minion from that creature's corpse as if you had used Risen Dead on it.

Moilian Action (11th level): When you spend an action point to take an extra action, you can summon two undead minions in a close burst 5, as if you had summoned them with your Necromantic Summons power, or you can use Risen Dead twice as a free action. Undead minions created in this way last until the end of the encounter.

Lord of the Indomitable Legion (16th level): Whenever an undead or shadow summon you control is destroyed by non-radiant, non-critical damage within a close burst 20 of you, you can use a free action to have that summon make a saving throw. On a success, you don't lose a healing surge for that summon being destroyed, and at the start of your turn, if that summon is destroyed, it revives with 1 hit point and stands as a free action.

Scion of Moil Spells:

Command of the Scion - Scion of Moil Attack 11
With a terse command carrying the authorative weight and power of ancient Moilian necromancers, you impel your undead minions into action.
Encounter * Arcane, Necromancy, Shadow
Free Action - Personal
Effect: You use one of your at-will minion powers, or you issue a minor, move, or standard action command to an undead or shadow summon you control as a free action.
Special: You can only use this power during your turn, and only once per turn.
Necrofocus (Minion 6): You regain the use of this power.

Gate Unto Moil - Scion of Moil Utility 12
You conjure a small, one way portal from the forsaken wastes of Moil. As undead reinforcements pour through, so does a deathly cold that harms any who remain close.
Encounter * Arcane, Implement, Cold, Conjuration, Necrotic, Necromancy, Shadow, Summoning
Minor Action - Ranged 5
Effect: You conjure a portal from Moil in an unoccupied square within range that lasts until the end of your next turn. The portal has an aura 1. Squares in the aura count as difficult terrain. Living creatures in the aura are slowed and grant combat advantage. Whenever a living creature ends its turn in the aura, it takes 5 cold and necrotic damage. As a minor action, while you have line of effect and are within 5 squares of the portal, or whenever you sustain the portal, you can summon an undead minion in an unoccupied square within the aura as if you had summoned it with your Necromancer Summons power. Undead minions summoned in this way last until the end of the encounter, have resist 20 cold, resist 20 necrotic and deal cold and necrotic damage. Whenever a minion summoned in this way deals damage to a creature with a melee attack, that creature is slowed until the end of your next turn.
Sustain Minor: The portal persists until the end of your next turn. You must be within 5 squares of the portal and have line of effect to it to sustain it in this way.
Necrofocus (Healing Surge 1; 1/round): Once per round as a free action while this effect is active you can pay the Necrofocus cost. If you do, instead of gaining hit points, you count as having sustained the zone.

Summon Aspect of the Vestige - Scion of Moil Attack 20
You conjure forth an fragment of the Tortured Vestige of Moil, bending the wretched morass of damned souls to your will.
Daily * Arcane, Cold, Implement, Necrotic, Necromancy, Shadow, Summoning
Minor Action - Ranged 10
Effect: You summon a Large aspect in an unoccupied 2x2 square space within range. The aspect has reach 2, the undead keyword, darkvision, fly speed 8 (hover), phasing, insubstantial, immune disease and poison, vulnerable 10 fire, vulnerable 10 radiant, a +4 bonus to Fortitude and an aura 3 with the fear keyword. Radiant and fire damage dealt to the vestige is not halved by its insubstantial quality. Enemies within the aura take a -2 penalty to attack rolls, skill checks and ability checks. Whenever the aspect takes radiant damage, the aura is negated until the start of your next turn. You can give the aspect the following special commands:

Standard Action: Melee 3; four attacks, targets up to four creatures, no more than two against one creature; Reflex vs. Intelligence; 1d8 + Intelligence modifier cold and necrotic damage, and the target takes ongoing 10 cold and necrotic damage (save ends). If a creature is hit with two or more attacks, it is grabbed. Attempts to escape the grab are against your Fortitude or Reflex.
Minor Action: Melee 3; one creature grabbed by the aspect; Intelligence vs. Will; the target is removed from play, and takes ongoing 15 necrotic damage (save ends both). When the effect ends, the target returns to play in the nearest unoccupied square of its choice adjacent to the aspect.

Intrinsic Nature: If you haven't given the aspect any commands by the end of your turn, it moves adjacent to and attacks the nearest living creature.
Symbiosis: You and allies within the aspect's aura (including the aspect) gain cold and necrotic resistance each equal to your level + your Intelligence modifier.
Create Spawn: At the start of your turn, an undead minion is summoned from each corpse in the aspect's aura as if you had subjected the corpse to your Risen Dead power. Whenever the aspect drops a living creature to 0 hit points or fewer, an undead minion is summoned from that creature's corpse as if you had subjected it to your Risen Dead power. A minion summoned in this way has resist 15 cold, resist 15 necrotic, and deals cold and necrotic damage. Whenever a minion summoned in this way deals damage to a creature, that creature is slowed until the end of your next turn.
Necrofocus (Minion X; 1/round): Once per round as a minor action while the aspect is alive you can pay the Necrofocus cost. If you do, put X charge counters on the aspect. The aspect cannot have more than 8 charge counters at one time. Increase the aspect's attack rolls, defenses, size, reach, and aura size by +1 for every four charge counters it has.

Surrealistik
2011-07-16, 09:43 PM
Added the 'Edict' keyword. Powers with the Edict keyword function similarly to a stance.

Retooled many of the Minion at-wills to feature the Edict keyword.

Added the Deathly Salvo, Marauding Dead and Warding Legion at-will Edict powers.

Axeman
2011-07-28, 03:15 AM
May I suggest you have two Necromancer builds, perhaps a feat or just choice of powers. An undead hoard necromancer, using large amounts of weak undead minions and a monstrosity necromancer, that creates stronger minions but in smaller amounts. Personally I suggest a feat, it’s just easier. Of course you may have to redo so powers for it to work so if you need any help with it just ask.:smallsmile:

Surrealistik
2011-07-28, 09:27 AM
I like that idea. Yeah, I think I will give the player an option between 'Summon the Horde' as per Necromancer's Summons current incarnation, and a more powerful single summon.

Risen Dead I might change to 'Soulbind' for the monstrosity user, allowing the player to heal and buff it with spirit/energy counters. These counters could also be expended to fuel Necrofocus, in much the same way minions and corpses can.

DefKab
2011-09-12, 04:00 PM
At first I was really concerned with Action Economy you were messing with by adding 7 minions (at 20th), but since you're giving up your actions to command them... Even at seven, tho, you only use a minor and move, (1+3, 1+2), which means you still get a standard. 7 attacks + flanking ability + another standard action seems pretty devastating. Without playtests, I would err to removing the ability to command as a minor action, meaning to command all your minions, you take your turn, or command some, and loose a daily, etc.

As far as a gameplay perspective, seven iterative attacks a turn + all opportunity attacks seems very, very cumbersome. Also, since they go on your turn, the monsters would only get 1 opportunity attack against all of their provoking movements. Thoughts?

And finally, though I love the idea, lack of choices is depressing. Perhaps take a key from Diablo, an have an alternate build + powers that support a more control/debuff style of play, while keeping a necromatic feel?

Surrealistik
2011-09-12, 04:30 PM
At first I was really concerned with Action Economy you were messing with by adding 7 minions (at 20th), but since you're giving up your actions to command them... Even at seven, tho, you only use a minor and move, (1+3, 1+2), which means you still get a standard. 7 attacks + flanking ability + another standard action seems pretty devastating. Without playtests, I would err to removing the ability to command as a minor action, meaning to command all your minions, you take your turn, or command some, and loose a daily, etc.

A standard action is required to command the minions to attack; I'm not sure where you're getting the idea of a second standard action from.


As far as a gameplay perspective, seven iterative attacks a turn + all opportunity attacks seems very, very cumbersome. Also, since they go on your turn, the monsters would only get 1 opportunity attack against all of their provoking movements. Thoughts?

Each minion has its own opportunity actions. I suppose amalgamating all minion attack rolls as a single roll would be a good idea.


And finally, though I love the idea, lack of choices is depressing. Perhaps take a key from Diablo, an have an alternate build + powers that support a more control/debuff style of play, while keeping a necromatic feel?

Yes, there are two alternate build types I plan on adding; a 'Bonermancer' that depends more on hexes, buffing, debuffing and direct damage than minions, and a 'Golemancer' that is built around summoning and buffing one super servant as opposed to a horde.

brutticusforce
2011-10-01, 04:51 PM
This project i really like. I'm offering it to my players as part of a campaign I'm running and i think one might actually take it. Is this project still alive? Ill post here with questions as to balance as they come up. Are you gonna come up with paragon paths, epic destinies, or class feats? ill do so myself if i must.

anyways, keep up the good work

Surrealistik
2011-10-01, 09:11 PM
This project i really like. I'm offering it to my players as part of a campaign I'm running and i think one might actually take it. Is this project still alive? Ill post here with questions as to balance as they come up. Are you gonna come up with paragon paths, epic destinies, or class feats? ill do so myself if i must.

anyways, keep up the good work

Yeah, the project's still alive, albeit on bit of a backburner. Some first hand field testing, balance information and feedback would certainly be most appreciated!

Also there currently is a paragon path:

http://www.giantitp.com/forums/showpost.php?p=11423539&postcount=21

brutticusforce
2011-10-02, 11:19 PM
okay, one thing i noticed while attempting to put a character sheet together for the player who wants to play is that there are a lot of class features and i wasn't entirely sure which ones are choices and which ones are a given.

So allow me to make sure i have this strait
3 Rituals
3 cantrips
Necromancers Summons OR Raise Behemoth
Risen Dead OR Soul Bind
Necromantic Word
Command Undead
3 At wills
1 Encounter
1 Daily

In addition, they have a very important class feature in Acolyte of Undeath. At this point I'm kind of worried about balance, as they have a massive amount of powers. before they even pick their at wills. His fellow party member, the Eladrin wizard, is only getting 2 at wills and an extra daily (due to spell book, which the Necromancer also has. The Necromancer also gets the cantrips.)

While not necessarily more powerful, I'm worried a bit about the Necromancer's versatility. I might not allow him to pick up a wizards implement mastery, and in fact might require him to pick scythe or sickle and stick with that. (he picked scythe no problem)

I was also thinking about reducing his number of surges, making him more reliant on his minions and his allies for necrofocus, but im worried this would neuter him. Should i nerf him some other way? Is this class balanced already?Am i over thinking this?

Surrealistik
2011-10-02, 11:47 PM
okay, one thing i noticed while attempting to put a character sheet together for the player who wants to play is that there are a lot of class features and i wasn't entirely sure which ones are choices and which ones are a given.

So allow me to make sure i have this strait
3 Rituals
3 cantrips
Necromancers Summons OR Raise Behemoth
Risen Dead OR Soul Bind
Necromantic Word
Command Undead
3 At wills
1 Encounter
1 Daily

In addition, they have a very important class feature in Acolyte of Undeath. At this point I'm kind of worried about balance, as they have a massive amount of powers. before they even pick their at wills. His fellow party member, the Eladrin wizard, is only getting 2 at wills and an extra daily (due to spell book, which the Necromancer also has. The Necromancer also gets the cantrips.)

While not necessarily more powerful, I'm worried a bit about the Necromancer's versatility. I might not allow him to pick up a wizards implement mastery, and in fact might require him to pick scythe or sickle and stick with that. (he picked scythe no problem)

I was also thinking about reducing his number of surges, making him more reliant on his minions and his allies for necrofocus, but im worried this would neuter him. Should i nerf him some other way? Is this class balanced already?Am i over thinking this?

Keep in mind that as Leaders go, the Necromancer is extraordinarily fragile. His surge count is on par with other leaders, but that's it.

His power count is about the same as compared to leaders like the Cleric; he gets the extra at-will because he _must_ have at least one edict (similar to the Druid, and his three at-wills).

Lastly, his power selection is much more restricted than the Wizard; the Wizard can take any spells, including Necromancer spells (they are wizard powers), while the Necromancer can only take his own spells and a certain, very limited subset of the Wizard's pool.

EDIT: I also would not allow him to take Raise Behemoth and Soul Bind; they're WIPs, and not ready for play.

brutticusforce
2011-10-03, 12:08 AM
okay. i didnt notice the WIPs. lol

ill let him build the character out of the box and let you know how it goes. Ill also post other questions as i get stuck (and ill let you know about houserules that pop up, feat ideas that come to me). thanks again.

androkguz
2012-02-02, 06:41 PM
Fantastic work! I'm very much interested.

By the way... what's a WIP?:smallredface:

Surrealistik
2012-02-04, 11:59 AM
WIP = Work in progress.

Thanks for the feedback.

Development on the Necromancer has gone by the wayside for now, but I'd definitely revisit it if there's enough interest.

SmileyFaceOfRom
2012-03-06, 01:10 PM
There's definately interest over here... the Necro class made by WotC doesn't really capture the necromantic feel. I want to have lots of undead slaves! I'd rather spend my entire turn moving four minions cause... really... they're called popcorn for crying out loud! You feel awesome because you have several undead slaves, and they're easy to raise back up!
In a sense, you can make a wall of undead to give your party a round to prep/heal/whatever.

If you don't plan on continuing this further, once i've played around with 4e a bit more, I think I might.