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ErrantX
2011-05-19, 01:09 AM
The Necromera

http://www.wizards.com/dnd/images/moi_gallery/91233.jpg
Melisandra De'Lisle, a necromera

For all living beings, the blood is the life. Without blood, there is no life; there is only the cold stillness of the grave. But some refuse to let that be all for them, and for them, blood is power, and that power brings mastery over death. By engaging in dark practices involving vivisections, prayers to fell entities, blood-drinking, alchemy, and blasphemous rituals that bind dark powers to their very bones, some men and women begin walking a path of blood and shadows to avoid kneeling before Death’s dark throne. These men and women are known as the necromera, and they willfully embrace the power that blood brings.

Necromera all hail from the ranks of ebon initiates (http://www.giantitp.com/forums/showthread.php?t=163297) who have developed an unwholesome attraction to blood. These men and women use this attraction to delve into forgotten lore on necromancy and the very essence of life energies that is carried within the blood of all beings, and then they learn to pervert and alter these energies for their own uses. These new vampiric arts they develop are known as ‘Striga’ and are known for their gory displays of power. Some necromera have training in more combat-oriented classes, such as fighter, rogue or ranger, but most are scholars who walk this path. Rogues and bards who multiclass with ebon initiate also find much value in the arts of the necromera due to their social skill and the benefits the class provides.
Hit Die: d8

Prerequisites:
Alignment: Any non-good
Skills: Bluff 5 ranks, Intimidate 5 ranks, Knowledge (religion) 5 ranks
Feats: Necromantic Affinity
Invocations: Must be capable of using lesser invocations and must possess the allure of the dead and blood lash invocations.
Special: The character must have consumed blood on many different occasions from intelligent beings, and before taking his first level of the class, must have imbibed a philter of alchemically treated vampire blood costing 200gp.

3.5 Rules
Alignment: Any non-good
Skills: Bluff 8 ranks, Intimidate 8 ranks, Knowledge (religion) 8 ranks
Feats: Tomb-Tained Soul
Invocations: Must be capable of using lesser invocations and must possess the allure of the dead and blood lash invocations.
Special: The character must have consumed blood on many different occasions from intelligent beings, and before taking his first level of the class, must have imbibed a philter of alchemically treated vampire blood costing 200gp.

The Necromera

http://i262.photobucket.com/albums/ii99/lythonv66/Necromera_zpsed373722.png (http://s262.photobucket.com/user/lythonv66/media/Necromera_zpsed373722.png.html)

Class Skills: Acrobatics (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).
Skill Points per Level: 4 + Intelligence modifier

Class Skills: Bluff (Cha), Craft (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Linguistics (Int), Move Silently Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points per Level: 4 + Intelligence modifier

Class Features:

Weapon and Armor Proficiencies: The necromera gains no additional weapon or armor proficiencies.

Invocations: At every even level, the necromera gains new invocations known and an increase in caster level as if he had also gained a level in an invocation-using class to which he belonged before adding the prestige class level. He does not, however, gain any other benefits a character of that class would have gained, including eldritch blast or netherchanneling (see below). If the character had more than one invocation-using class before becoming a necromera, he must decide to which class to add each level for the purpose of determining caster level and invocations known.

Netherchanneling (Su): Every level of necromera progresses the character's ability netherchannel (http://www.giantitp.com/forums/showthread.php?t=163297) in regards to damage dice. If the character had no ability to netherchannel, then this class feature has no effect.

Dark Arts: For each odd level the character possesses in the necromera class, his caster level increases by one in his invocation using class but he does not gain additional new invocations for that level (instead he gains a striga in place of an invocation). Add the character’s class level to his ebon initiate level to determine what grade of invocation he may choose on levels in which he gains new invocations. Finally, the character continues to advance his shroud of death class feature.

Blood Pool (Su): The necromera learns to store eldritch energies within his very blood, creating a reservoir of this power within him to power his unique striga and other abilities. The limit to how much this reservoir can contain is limited by twice the necromera’s class level plus his Charisma modifier. Certain striga abilities can be used to regain blood points, or blood consumed (through drinking it from wounds or using his fangs) may be used to replenish this blood supply; every Constitution point of blood loss that the character consumes restores one blood point, and the character replenishes his Charisma modifier in blood points each day. Blood points may be spent to power striga (see below), or may be used for the following abilities:
Vampiric Healing: The character may spent one blood point to regain 1d12 hit points (multiple blood points may be spent at a time to regain health, not to exceed the character’s Charisma modifier) as a swift action. Alternately, the character may spend five blood points to regenerate a lost limb or organ over the course of a day; the character must be in a state of rest to restore the lost piece of his body.
Strength of the Damned: The character may grant himself a +2 profane bonus to Strength for one round per class level per blood point spent (multiple blood points may be spend at a time to increase Strength, not to exceed the character’s Charisma modifier) as a swift action. The character may not increase his Strength by more than +10.

Striga (Su): One of the signature abilities of the necromera, the very reason these dark souled men and women follow this bloody path, is that of the striga or blood magic. By calling upon the innate power of the blood within them, the necromera is capable of achieving powerful supernatural effects using blood as a medium to duplicate the myriad of abilities of vampires. At each odd level, the character may select a striga. Additional striga may be purchased using the Extra Invocation feat if the necromera should choose to, but he must have levels of the necromera class to be able to do so. Like invocations, striga are supernatural abilities and fall into a distinction of tiers (least, lesser, greater, and dark).
Blood Wings – (Lesser) The necromera extends a webwork of pulsing veins from his back, forming over whatever he happens to be wearing and sheets of clotted blood form between the spaces to form dark crimson wings for the character to fly on. The character gains a fly speed equal to his base land speed +20ft with average maneuverability. These wings last until dismissed and cost two blood points. Flying for long distances works exactly as a forced march.

Blood Armory – (Lesser) This striga allows the necromera to create temporary weaponry from the blood within his veins. By concentrating and reciting black words, the blood within gushes forth to shape into a weapon that the character is proficient with. The weapon created must be a bladed weapon that inflicts slashing or piercing damage and it must be a melee weapon. These weapons are infused with necromantic might to be as strong as steel (hardness and hit points equivalent to steel) and their magic functions for a number of hours equal to their caster level. Weapons crafted through this invocation are to be considered anointed for the purposes of using them with the netherchannel class feature. Additionally, weapons created using this invocation function as if they had a greater magic weapon spell cast upon them. The fluid nature of these weapons allows the necromera to reform (if sundered) or alter the weapon (changing to a different weapon such as from a longsword to a scythe) each round as a swift action, and upon a critical hit the character gains 1d3 blood points. Light and one-handed weapons cost one blood point and two-handed weapons cost two (changing from a light or one-handed weapon to a two-handed weapon requires the expenditure of another blood point; larger weapons cost an additional blood point per size category above Medium and when the effect is finished, the blood splashes to the ground in a gory mess of congealed blood. The character may maintain a number of weapons equal to the number of limbs he possesses that he may wield them with and may exist for ten minutes per class level.

Blood Sight - (Least) In addition to any normal light that might be present, the necromera's surroundings are illuminated by roving points of brightness created by living, blood-bearing creatures. To his eyes, a Medium or smaller creature gives off life force sufficient to provide bright illumination in a 60-foot radius, revealing itself and all features and objects in range to his life-adapted sight. This vision illuminates the living creatures very circulatory systems, creating glowing lines of bright red light along the creature's veins. This life-light feature behaves like regular light - the character can't see into solid objects, or past solid walls. A Large creature gives off life-light in a 120-foot radius, and the radius doubles again for each additional size category larger than Medium, up to a maximum radius of 960 feet for a Colossal creature.

Bloodspawn – (Lesser) By spending a blood point and pouring this blood from an open vein into the mouth of a corpse, he may cause the animation of the corpse into a semi-intelligent servitor: a ghoul. Each ghoul counts against the necromera’s control limit, and if he should spend three points he may instead raise a ghast. These servitors endure until destroyed or until the necromera tires of them and wills their destruction (no save).
Boil Blood – (Greater) With a dread touch, the necromera may cause the ignition of the blood within a foe, burning their very life force away as the catalyst. By spending three blood points and making a touch attack against a foe, the foe’s burning blood rushes through him and causes him to expel steam and boiling blood from anywhere on his body where it may escape. The target takes 1d6 points of damage for every two points of Constitution he possesses and takes 1d4 points of Constitution damage. A successful Fortitude save (DC 16 + Charisma modifier) halves this damage as he manages to retain the vital essences of his body.

Cinderblood – (Lesser) The blood of the necromera becomes caustic should he choose it to be so, and may cause it to ignite in fiery bursts should someone be unlucky enough to shed it. By spending a blood point per hour he wishes this effect to be in place, any adjacent foe that would cause slashing or piercing damage to the necromera in melee combat is splashed with this burning, sticky blood. Creatures take 1d4 points of damage plus the character’s class level in damage (Reflex save DC 13 + Charisma modifier negates this damage).

Communion of Blood – (Least) The necromera and any willing allies he chooses to invite may pool their blood into a cup (each taking 2 points of damage and the necromera spending one blood point) and drinking of it. Each participant (maximum number of participants is equal to the necromera’s class level) immediately knows the condition of his allies as if they were under the effects of a greater status spell. This effect lasts for one hour.

Nocturnal Marauder – (Dark) The necromera is able to awaken a terrifying predatory change within his form, partially shifting his body into equal parts man, wolf, and bat. His size increases by one step (gaining attribute increases accordingly), a +4 profane bonus to Strength and Dexterity, and he also gains a +4 bonus to natural armor and he gains 10 temporary hit points per class level. He gains a bite attack inflicting 1d8 points of damage plus Strength modifier and inflicting one point of Constitution damage, and two claw attacks inflicting 1d6 points of damage plus Strength modifier (and inflicts energy drain if the character has achieved Sanguine Rebirth). The nocturnal marauder form also possesses rudimentary wings allowing him to fly at his base speed with clumsy maneuverability. The character’s appearance is bestial and savage, with corded muscles and terrifying countenance and while filled with this power, his blood lust knows no bounds. The necromera considered to be a rage-like state as if he were a raging barbarian while in this form, unable to utilize Intelligence based abilities (including invocations), but the character may continue to utilize striga. This form takes five blood points to invoke, and he may maintain it for one minute per class level, after which the character is fatigued.

Sanguine Shield – (Lesser) The necromera who invokes this striga surrounds himself in swirling rings of razor edged, barbed wires made of blood. This shield of blood grants the necromera a +3 deflection bonus to his armor class and functions as the spell blade barrier using the necromera’s caster level. This ability costs two blood points, and when the effect is finished, the blood splashes to the ground in a gory mess of congealed blood.

Telekinesis - (Greater) The necromera gains the esoteric arts of the mind, allow him to utilize his vampiric blood to move objects or perform combat maneuvers using only his thoughts. This striga duplicates the effects of the telekinesis spell, and activation of this striga costs 2 blood points.

Telepathy - (Lesser) The necromera who develops this striga learns to tap into the minds of others, gaining the telepathy special ability. This striga does not require blood expenditure, but may only be used on beings with living circulatory systems.

Vampiric Lash – (Least) The blood of the necromera grows hungry for life energy as it grows ever more barren of it. When selecting this striga, the character replaces his blood lash with this striga and may select a new least invocation. This bladed and barbed whip is made of flowing, bright red blood which hungers for life energy. The character spends one blood point to generate this whip, and functions as whip that has been enchanted with the greater magic weapon spell using the necromera’s caster level to determine its strength. The whip’s blade and barbed edges causes it to inflict 1d8 points of lethal damage, and on a critical hit it replenishes 1d3 blood points to the necromera’s blood pool. The character may generate a number of whips for each hand he possesses and they may exist for 10 minutes per class level, after which they fall to the ground in a gory mess of clotted blood.

Violent Exsanguination – (Dark) If there is a lesson that a necromera learns, it is to prey upon the weak. By using this striga, the necromera causes a violent blood letting from a targeted creature as if targeted by an avasculate spell; additionally, the creatures vital organs and primary arteries are ruptured by this attack and he begins to bleed out terribly, losing one point of Constitution per round until dead or a cure spell has been administered (traditional healing techniques cannot staunch this massive blood flow, only magic). This striga costs 3 points to invoke, and the necromera may regain a portion or more of this as he sucks some of the blood through the air to his mouth, regaining 1d6 blood points. If the necromera already possesses the avasculate invocation, he may replace it with another invocation up to dark level.

Fangs: The necromera may grow a pair of vampiric fangs at will. These fangs are too small to be used in normal combat, but if the character is grappling he may bite his foe to drain blood from them. At 2nd level, if his foe is pinned he may inflict one point of Constitution damage as he drains blood from his foe, and at 5th level this improves to 1d4 points of damage. On each successful attack, the necromera gains 5 temporary hit points or he may recover one blood point.

Gaze of the Eternal (Su): The vision of the necromera sharpens, as do his other senses. The character gains the Alertness feat at this level, and his gains low light vision and darkvision of 60ft. If he already possesses one or both of these qualities, then triple the distance of his low light vision and add an additional +30ft to his darkvision. A side affect of this is that the character gains the light sensitivity trait, suffering a -2 penalty on Spot checks and attack rolls while in bright light.

Vampiric Taint: The taint of vampirism has taken deeply into the necromera, and his transformation into one of the undying is inevitable, but it is not without its benefits. Firstly, the character gains resiliency and strength of body in the form of DR 5/silver and a +2 bonus to his Strength score. Additionally, the character gains some of the feral beauty of the vampire and gains a +2 bonus to his Charisma score. The necromera however does gain some of the vampire’s frailty, taking 1d6 points of non-lethal damage for every minute he is exposed to direct sunlight (if the character keeps more than 90% of his body covered and protected from the sunlight he need only take damage for every hour due to indirect sources).

Predator’s Call (Sp): By invoking the predatory power of his blood, the necromera may call to the lesser hunters of the world. He may summon 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action which will serve for one hour. The summoned beasts arrive within 2d6 rounds, and only one summon may be active at a time. This is considered a summoning invocation.

Blood Dependency: The necromera is progressing more towards his inevitable transformation into a vampiric entity, and his body refuses to be able to derive sustenance from mortal food; only the blood of the living will nourish him now. The character must spend two blood points every day to nourish his form, and if he does not then he begins starve and dehydrate per normal rules; he must live off of the blood of living beings now.

Will of the Eternal (Sp): The mental prowess of the necromera grows ever stronger, and he gains the ability to beguile the minds of mortals. He may elect to use charm monster or dominate person as a spell-like ability at will, using his invocation-using caster level and the DC is Charisma-based.

Predator’s Form (Su): The necromera gains the unholy ability to assume the shapes of the beasts he may summon. The character gains the alternate form ability to change his shape into that of a dire wolf or a dire bat at will.

Sanguine Rebirth: Upon reaching 10th level, the necromera experiences an extraordinary transformation of his body and soul as his form transitions from life to unliving immortality. The character's type changes to undead (augmented) and he loses his Constitution score (gaining his Charisma modifier in its place for bonus hit points). He gains a +4 bonus to his natural armor, his Strength increases by +4 (for a total of +6), his Dexterity by +2, and his Charisma by an additional +2 (for a total of +4). His damage reduction improves to DR 10/silver, and he gains gaseous form as a supernatural ability (CL 5th, but he may remain in this form indefinitely and move a fly speed of 60 with perfect maneuverability). The necromera gains a slam attack that inflicts 1d6 points of damage plus his Strength modifier and energy drains one level per successful hit. He also gains a bonus feat from the following: Alertness, Combat Reflexes, Dodge, Improved Initiative, or Lightning Reflexes. A side effect of this transformation however, is that the necromera assumes all of the traditional weaknesses of a standard vampire (http://www.d20pfsrd.com/bestiary/monster-listings/undead/vampire) (standard 3.5 vampire (http://www.d20srd.org/srd/monsters/vampire.htm)), but also gains the ability to create vampire spawn or standard vampires per the normal vampire template; the necromera is a different and unique sort of vampire and his bonuses and benefits are necessarily different, and they do not pass on their unique traits.

----
Moar fluff forthcoming.

-X

Lix Lorn
2011-05-19, 04:06 AM
I like it! A lot!

ErrantX
2011-05-19, 12:04 PM
I like it! A lot!

Thanks Lix! I have some anxiety regarding the class's balance; it is meant to provide an alternate path for ebon initiates, but beyond that I'm not sure if it works in a balanced game at tier 3 (what I tend to balance around).

-X

Lix Lorn
2011-05-19, 12:15 PM
It doesn't look it. xD But I'm not a great judge.

Morrolan
2011-05-19, 07:19 PM
Awesome! I'm so going to use this as a recurring villain in my campaign.
Ill take a more critical look at it tomorrow, when I've had some sleep.
Just wanted to say: Great job!

Edit: One thing I did notice, standard vampire weaknesses? Too bad :)

ErrantX
2011-05-19, 10:38 PM
It doesn't look it. xD But I'm not a great judge.

I appreciate your input, thanks!


Awesome! I'm so going to use this as a recurring villain in my campaign.
Ill take a more critical look at it tomorrow, when I've had some sleep.
Just wanted to say: Great job!

Edit: One thing I did notice, standard vampire weaknesses? Too bad :)

Thank you, that's awesome. If you can, lemme know how it turns out? I'd appreciated the extra looksee. And yah... it needed it.

-X

Veyr
2011-05-19, 10:39 PM
How does selecting a Stirga work? I mean, like, what level can be selected at a given time? Is it just whatever type of Invocation you can use? I'm very worried that with the 5/10 progression, getting Darks might be quite difficult. OK, it's not exactly a 5/10 progression: you really should put something in the table for the odd levels, just so it's clear. Something like "+1 level of existing invocation-using class (Stirga only)", perhaps?


The Stirga are really, really hard to read like that... could you perhaps, at least, put some extra spaces between paragraphs/different Stirga?

Nocturnal Marauder is awesome but the Rage thing seems too much...

Also, I was really hoping to recreate Dampeer (http://www.heroesofnewerth.com/heroview.php?hid=167) with this — I recommend some Stirga relating to Fear (a Frightful Presence one as a Greater or maybe Dark would be cool), and a more combat-ready bite, perhaps. The Vampiric Flight ability would also be kind of cool: make a charge attack through enemies, dealing minor damage to, but healing your for, each.


The multiclass restriction in Vampiric Taint... I really, really dislike that.


Sanguine Rebirth seems... almost to have more harm than good. Anyway, you need more detail: type changes to Undead, all current and future HD become d12s, etc.

ErrantX
2011-05-19, 10:58 PM
How does selecting a Stirga work? I mean, like, what level can be selected at a given time? Is it just whatever type of Invocation you can use? I'm very worried that with the 5/10 progression, getting Darks might be quite difficult. OK, it's not exactly a 5/10 progression: you really should put something in the table for the odd levels, just so it's clear. Something like "+1 level of existing invocation-using class (Stirga only)", perhaps?

It's 'Striga', and you get a striga ever odd level just as the class table says. Additionally, the class feature dark arts should cover this.


The Stirga are really, really hard to read like that... could you perhaps, at least, put some extra spaces between paragraphs/different Stirga?

That's fair. Done.


Nocturnal Marauder is awesome but the Rage thing seems too much...

It gets the rage thing as it turns you into a battle-beast, and because it is really good. I feel that it balances it, but you may still continue to use Striga.


Also, I was really hoping to recreate Dampeer (http://www.heroesofnewerth.com/heroview.php?hid=167) with this — I recommend some Stirga relating to Fear (a Frightful Presence one as a Greater or maybe Dark would be cool), and a more combat-ready bite, perhaps. The Vampiric Flight ability would also be kind of cool: make a charge attack through enemies, dealing minor damage to, but healing your for, each.


Striga are specifically blood-related; see the Ebon Initiate class for fear abilities, as the Necromera builds off of it. I see that I neglected to link the Ebon Initiate; my bad, I will link it in the OP. There is a flight ability in Blood Wings. Vampires cannot use their bites in combat per se, but can in a grapple for great effect. Also, Nocturnal Marauder can use a bite attack.


The multiclass restriction in Vampiric Taint... I really, really dislike that.

I'm sorry you don't like it, but the reasoning is pretty simple: if you're transforming into a vampire, after a while you're going to end up as one. Stopping before it happens is bothersome; I think that if you've gone in 5 levels, you're likely going to finish it anyway but it does enforce commitment to it.


Sanguine Rebirth seems... almost to have more harm than good. Anyway, you need more detail: type changes to Undead, all current and future HD become d12s, etc.

There a few bits I missed here, but I don't agree that it does more harm than good. I will clean it up some, but could you clarify this 'more harm than good' thing?

-X

EDIT: Some changes have been made.

Veyr
2011-05-19, 11:40 PM
It's 'Striga', and you get a striga ever odd level just as the class table says. Additionally, the class feature dark arts should cover this.
It does cover it, in terms of RAW, but as a very visual person, I use the table more than the text for this kind of thing. Yes, the table says you get a Striga every odd level. It doesn't say that you advance your "spellcasting" aside from Invocations Known at the same time. And that's a huge difference.


That's fair. Done.
Thanks.


It gets the rage thing as it turns you into a battle-beast, and because it is really good. I feel that it balances it, but you may still continue to use Striga.
I don't know precisely if it's balanced or not, but I'm... not a fan of abilities that turn off your other abilities, especially in a class that is at least nominally expanding those abilities. Like, a Barbarian's not so bad, because a Barbarian has no reason to use Intelligence-based abilities. An Invocation user does. It's like Tenser's Transformation or Dark Discorporation; the latter's really cool, but I'd never use it because it eliminates most of my class features as a Warlock.

The ability to use Striga while in Marauder form may compensate for that; I'd have to try it, I suppose.


Striga are specifically blood-related; see the Ebon Initiate class for fear abilities, as the Necromera builds off of it. I see that I neglected to link the Ebon Initiate; my bad, I will link it in the OP. There is a flight ability in Blood Wings. Vampires cannot use their bites in combat per se, but can in a grapple for great effect. Also, Nocturnal Marauder can use a bite attack.
Fair enough about the Fear stuff; I'll look into the Ebon Initiate. I know Vampires can't use their bite in combat, but I was suggesting perhaps adding a way that a Necromera could. I see that the Nocturnal Marauder gets one, but it doesn't seem to count as a Vampire bite (i.e. draining the enemy to heal yourself). Am I mistaken there?


I'm sorry you don't like it, but the reasoning is pretty simple: if you're transforming into a vampire, after a while you're going to end up as one. Stopping before it happens is bothersome; I think that if you've gone in 5 levels, you're likely going to finish it anyway but it does enforce commitment to it.
Why though? I mean, no other transformation class in the game has such a requirement. From a game-design standpoint, you'd only be slowing it down — why not? If nothing else, due to the way Striga work, I might want to delay levels where I get Striga so I can get some Dark ones without spending feats. And it's not like you can't get out of Sanguine Rebirth, if you simply time your levels so that Necromera 10 happens after you stop playing (for instance, I never play Epic so if I just took Necromera 5 at ECL 16th or later, I'd never hit Sanguine Rebirth).

Mostly, to me this reads as way too much meddling with what the player wants to do. :smallfrown: I dunno, my reaction to that is the same as it would be with a railroading DM; it's kind of the same thing.


There a few bits I missed here, but I don't agree that it does more harm than good. I will clean it up some, but could you clarify this 'more harm than good' thing?
You take on the classic, well-known weaknesses of a Vampire. Losing your Con score at 15th at the earliest hurts: you couldn't have dumped it for 14 levels, but now it's wasted ability score. Both Ebon Initiates and this class have d8 hit dice; switch to d12s is equivalent to an average of +2 HP/level, or a Con of 14. Ebon Initiates seem pretty melee-focused, so his Con was hopefully at least 14, so that's a wash at best, but now you can't enhance it with Con-boosting items. Your type turns to Undead, which is awesome, but you could have gotten that a long time ago, more cheaply, with Necropolitan, plus Tomb-Tainted Soul is now a completely wasted feat.

You do get to create spawn, and your Slam attack does drain levels, both of which are excellent. Considering those two, it's probably worth the weaknesses of a normal Vampire and the other issues, so my first-glance analysis of more harm than good is probably incorrect. That said, there are a lot of drawbacks here, despite the potent abilities that probably make them worth it.

Avalon®
2011-05-20, 12:44 AM
I don't think that losing Con hurts it very much. You have to note that thanks to Dark Arts, you are still progressing your Shroud of Undeath feature which eventually grants you Cha mod to both saves and hp.

NosferatuZodd
2011-05-20, 03:09 PM
I like this alot, are you planning on adding more striga eventually?

ErrantX
2011-05-21, 02:24 AM
It does cover it, in terms of RAW, but as a very visual person, I use the table more than the text for this kind of thing. Yes, the table says you get a Striga every odd level. It doesn't say that you advance your "spellcasting" aside from Invocations Known at the same time. And that's a huge difference.

I guess I could put something in there for this.


I don't know precisely if it's balanced or not, but I'm... not a fan of abilities that turn off your other abilities, especially in a class that is at least nominally expanding those abilities. Like, a Barbarian's not so bad, because a Barbarian has no reason to use Intelligence-based abilities. An Invocation user does. It's like Tenser's Transformation or Dark Discorporation; the latter's really cool, but I'd never use it because it eliminates most of my class features as a Warlock.

The ability to use Striga while in Marauder form may compensate for that; I'd have to try it, I suppose.

I will clarify some of Nocturnal Marauder; I need more Striga as well to make this more useful.


Fair enough about the Fear stuff; I'll look into the Ebon Initiate. I know Vampires can't use their bite in combat, but I was suggesting perhaps adding a way that a Necromera could. I see that the Nocturnal Marauder gets one, but it doesn't seem to count as a Vampire bite (i.e. draining the enemy to heal yourself). Am I mistaken there?

Oversight on my part, again, Marauder sucks and I need to fix :P


Why though? I mean, no other transformation class in the game has such a requirement. From a game-design standpoint, you'd only be slowing it down — why not? If nothing else, due to the way Striga work, I might want to delay levels where I get Striga so I can get some Dark ones without spending feats. And it's not like you can't get out of Sanguine Rebirth, if you simply time your levels so that Necromera 10 happens after you stop playing (for instance, I never play Epic so if I just took Necromera 5 at ECL 16th or later, I'd never hit Sanguine Rebirth).

Mostly, to me this reads as way too much meddling with what the player wants to do. :smallfrown: I dunno, my reaction to that is the same as it would be with a railroading DM; it's kind of the same thing.

I looked at it from the perspective of the ebon initiate/necromera's magic has become a vicious disease in their body and that's why they must advance it. I can see where you're coming from and I will think on it it.


You take on the classic, well-known weaknesses of a Vampire. Losing your Con score at 15th at the earliest hurts: you couldn't have dumped it for 14 levels, but now it's wasted ability score. Both Ebon Initiates and this class have d8 hit dice; switch to d12s is equivalent to an average of +2 HP/level, or a Con of 14. Ebon Initiates seem pretty melee-focused, so his Con was hopefully at least 14, so that's a wash at best, but now you can't enhance it with Con-boosting items. Your type turns to Undead, which is awesome, but you could have gotten that a long time ago, more cheaply, with Necropolitan, plus Tomb-Tainted Soul is now a completely wasted feat.

You do get to create spawn, and your Slam attack does drain levels, both of which are excellent. Considering those two, it's probably worth the weaknesses of a normal Vampire and the other issues, so my first-glance analysis of more harm than good is probably incorrect. That said, there are a lot of drawbacks here, despite the potent abilities that probably make them worth it.


I don't think that losing Con hurts it very much. You have to note that thanks to Dark Arts, you are still progressing your Shroud of Undeath feature which eventually grants you Cha mod to both saves and hp.

Avalon pretty much said what I said; Shroud of Death nets you a d12+Charisma modifier for hit points and that's not bad at all. You're looking at Barbarian hit points there. Between that, energy drain (which would stack with your netherchanneling) and the ability to make spawn? I dunno, sunlight and water aren't that bad, and you can't beat the undead type for immunities. For the small price of a feat you can select as a 2nd level Ebon Initiate as a bonus feat and that you will get 10-15 levels worth of use from it too. Ebon Initiates can use their Netherchanneling to heal their wounds, after all.


I like this alot, are you planning on adding more striga eventually?

Thanks! Yes I am, I just kinda ran out of steam before I posted it. I'll totally take suggestions though! For Striga or traditional Ebon Initiate invocations both.

-X

Veyr
2011-05-21, 09:23 AM
I guess I could put something in there for this.
Appreciated. I will admit that I'm not entirely sure how best to show it...


I will clarify some of Nocturnal Marauder; I need more Striga as well to make this more useful.

Oversight on my part, again, Marauder sucks and I need to fix :P
Heh, I wasn't even really commenting on power or balance, just... I dunno, just how it sucks to have a power turn off half or more of your other powers?

Like, if I wanted to make my fear-beast, I'd take those fear Invocations as an Ebon Initiate, but then if I went with Nocturnal Marauder... I can't use them.


I looked at it from the perspective of the ebon initiate/necromera's magic has become a vicious disease in their body and that's why they must advance it. I can see where you're coming from and I will think on it it.
It's a cool idea, I admit, but it feels a little too... like I said, railroad-y. I dunno if that's really helpful commentary, but I'm having trouble articulating what I mean. I guess I mean that I think class designers should be focusing on giving the player's options, not forcing them to play the class a particular way.


Avalon pretty much said what I said; Shroud of Death nets you a d12+Charisma modifier for hit points and that's not bad at all. You're looking at Barbarian hit points there. Between that, energy drain (which would stack with your netherchanneling) and the ability to make spawn? I dunno, sunlight and water aren't that bad, and you can't beat the undead type for immunities. For the small price of a feat you can select as a 2nd level Ebon Initiate as a bonus feat and that you will get 10-15 levels worth of use from it too. Ebon Initiates can use their Netherchanneling to heal their wounds, after all.
OK, chalk this up to my unfamiliarity with Ebon Initiates.

Tomb-Tainted Soul is still a wasted feat. Maybe give them a bonus feat? And perhaps like a one-time bonus to... I dunno, maybe Cha, equal to their Con mod, so it wasn't wasted?


Thanks! Yes I am, I just kinda ran out of steam before I posted it. I'll totally take suggestions though! For Striga or traditional Ebon Initiate invocations both.
I will try to think of some, but I'll have to read through the Ebon Initiate more thoroughly first to get an idea of what you already have.

Lix Lorn
2011-05-21, 09:34 AM
Thanks! Yes I am, I just kinda ran out of steam before I posted it. I'll totally take suggestions though! For Striga or traditional Ebon Initiate invocations both.

-X
How about a Striga giving some sort of Lifesense? Called Bloodscent?

Avalon®
2011-05-21, 11:52 AM
May I suggest raiding some stuff from Exalted for this? Abyssals in particular are pretty much vampires+ as well as some others undead

ErrantX
2011-05-22, 09:57 PM
Made some changes for Marauder, Sanguine Rebirth, Vampiric Taint, and the class table. Some new Striga as well. More to come.

-X

Veyr
2011-05-22, 10:16 PM
I like the changes to Vampiric Taint (heh, obviously), but I'm not... quite sure what's changed with Nocturnal Marauder and Sanguine Rebirth. With the former, is it just that the Claw attacks impart negative levels?

As for the table, definitely an improvement, but in reality the Necromera is actually getting more than just Caster Level from it. It's really a difficult thing. It might be too large for the table, but can you fit "+1 invoker caster level and highest invocation" or something? That seems to imply that you're actually moving directly from Lesser to Greater or whatever, so that's not quite right, but at least it should be something to indicate that you should look to see how it works... I dunno, I'll try to think of something better.

Zarthrax
2011-05-26, 09:30 PM
Hmmmmmmmmm, just got to thinking and I came up with maybe a Least Striga.

Satiate Hunger (Least): By selecting this Striga, the Necromera has managed to infuse his hunger into his abilities as thoroughly as it has infused itself into him.

If the Necromera has any other means of causing Constitution drain (a Wounding weapon, Shadow Hand or Stone Dragon maneuvers, etc.), he may use that to regain blood points as well. This ability does not cost blood points.



Just something small, but helpful for those who like to play the role of Constitution drainer to the hilt...lol

Veyr
2011-05-26, 10:22 PM
I kind of feel like that'd be good as a base ability for the class. That said, I still don't have a great handle on the overall balance of this thing (it seems to be, but I don't know it in enough detail to judge how a change like that would affect the balance).

Also, Blood Points being 2*Lv+Cha seems weird: wouldn't Con be more... wait, no Con score. Well, you could just specify that Undead Necromera (including those who finish and gain Sanguine Rebirth) use Cha.

Zarthrax
2011-05-26, 11:11 PM
Personally, I'd leave it as is. Counting the fact that Shroud of Death circumvents anything based on Con. as is, it makes more sense to just leave it Cha.-based.

Interestingly, as long as you have a 14 or higher Charisma, you technically don't need to feed on blood to continue existing. You really only need to feed to fuel your powers. I like that, and how it plays into the whole 'kinda-sorta a vampire, but not really'.

Mulletmanalive
2011-05-27, 09:30 AM
The Blood pool abilities, at present, are hard to read. I suggest using bullet pointed [list] tags and maybe bolding those subheadings. italics dont really cut it...