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  1. - Top - End - #1
    Ettin in the Playground
     
    Yakk's Avatar

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    biggrin [4e] The Necromatic Power Source

    These where thought up in response to a campaign with no Divine power source. They are reskins of the Cleric and Paladin class that change some of the mechanics to represent the fact that Necromancy cannot produce life, it can only move it around.

    The Lifedrinker pool is a bit of annoying bookkeeping, but I needed to generate the feel that not one point of healing that these classes produce is actual healing -- it is all life stolen from someone, and then fed into your allies.

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    Blood Knight
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    Class Traits:
    Role: Defender
    Power Source: Necromatic
    Key Abilities: Strength, Intelligence, Charisma
    Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate; light shield, heavy shield
    Weapon Proficiencies: Simple melee, military melee, simple ranged
    Implements: Magic weapons, Necromatic symbols
    Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will

    Hit Points at 1st level: 15 + Constitution score
    Hit Points per Level gained: 6
    Healing Surges per Day: 10 + Constitution modifier
    Max Lifedrinker Pool: 3 + Intelligence modifier

    Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level.
    Class Skills: Arcana(Int), Diplomacy(Cha), Endurance(Con), Heal(Wis), History(Int), Insight(Wis), Intimidate(Cha), Religion(Wis)

    Class Features: Death Blow, Blood Hex, Lifedrinker Pool, Lend Vitae

    ---

    Implement
    Blood Knights can use a magic weapon as an implement, or they may also channel their magic through a Necromatic symbol.

    Blood Knight Class Features

    Death Blow
    Once per encounter you may deal extra necromatic damage to slay a foe. On each attack, roll an additional 1d8+Int modifier. If that much additional necromatic damage would kill the target, you may channel a Death Blow and deal that damage. If you have delt a Death Blow before in this encounter, or the additional damage would not kill the target, then you deal no damage with this feature.

    Your Death Blow roll increases to 2d8+Int at level 11, and 3d8+Int at level 21.

    Blood Hex + Blood Knight Feature
    You hex a nearby enemy, binding their actions and fueling your necromatic powers.
    At-Will + Necromatic, Necrotic
    Minor Action + Close Burst 5
    Target: One creature in burst
    Effect: You mark the target. The target remains marked until you use this power agianst another target, or if you fail to engage the target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.

    While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target. Also, it takes necrotic damage equal to 3+your Charisma modifier the first time it makes an attack that doesn't include you as a target before the start of your next turn. The damage increases to 6+ your Charisma modifier at 11th, and 9+ your Charisma modifier at 21st level.

    On your turn, you must engage the target you have Hexed or Hex a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you cannot use Blood Hex on your next turn.

    Each time the target is damaged or it causes damage is considered a lifedrinker event for you. (See the Lifedrinker pool power)

    You can use Blood Hex as a minor action once per turn.

    Lifedrinker Pool
    Necromatic magic cannot generate healing or life -- it can only move it around. The Blood Knight has a lifedrinker pool capacity equal to 3 plus the Blood Knight's Intelligence modifier, and half of that (rounded down) outside of combat. The Blood Knight gains 1 lifedrinker token whenever a lifedrinker event happens, which includes:
    The Blood Knight deals necrotic damage.
    The Blood Knight bloodies or kills an opponent.
    The Blood Knight is damaged.
    The Blood Knight's Blood Hex target is damaged.
    The Blood Knight's Blood Hex target takes damage.

    Events that do more than 1 of the above generate more than 1 lifedrinker points. The Blood Knight may engage in a ritual during a short rest, and convert healing surges into lifedrinker points. After a long rest, the Blood Knight is presumed to have refilled up to his out-of-combat lifedrinker pool capacity.

    Lend Vitae + Blood Knight Feature
    With power over life and death, being on your side is a good thing
    At-Will (Special) + Necromatic, Healing
    Special: You can use this power a number of times per day equal to your Intelligence modifier (min 1), but only once per round.
    Minor Action + Melee touch
    Target: One creature
    Effect: You spend a healing surge and a lifedrinker point, but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge and one lifedrinker point remaining to use this power.

    Blood Knight Powers:
    Use the Paladin power list. Replace Divine with Necromatic. Replace Radiant with Necrotic. Replace Fire with Cold or Ice. Replace references to Wisdom with references to Intelligence. All powers that cause someone to gain hit points, or grant temporary HP, also cost a Lifedrinker point. The Blood Knight may choose not to spend the lifedrinker point, and not grant the healing or temporary HP.

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    Necromancer
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    Role: Leader.
    Power Source: Necromatic
    Key Abilities: Wisdom, Constitution, Intelligence
    Armor Proficiencies: Cloth
    Weapon Proficiencies: Dagger, Quarterstaff
    Implement: Staff, Dagger, Necromatic Symbol
    Bonus to Defense: +2 Will
    Hit Points at 1st Level: 12 + Constitution score
    Hit Points per Level Gained: 5
    Healing Surges per Day: 7 + Constitution modifier
    Max Lifedrinker Pool: 7 + Wisdom modifier
    Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level.
    Class Skills: Arcana (Int), Diplomacy (Cha), Heal (Wis), History (Int), Insight (Wis), Religion (Int)
    Class Features: Lifedrinker pool, Death Ward, Bond of Blood, Drain Soul, Life from Death, Word of Vitae, Ritual Casting

    Necromancer Features:

    Lifedrinker Pool
    Necromatic magic cannot generate healing or life -- it can only move it around. The Necromancer has a lifedrinker pool capacity equal to 7 plus the Necromancer's Wisdom modifier, and half of that (rounded down) outside of combat. The Necromancer gains 1 lifedrinker token whenever a lifedrinker event happens, which includes:
    The Necromancer damages an opponent.
    The Necromancer deals necrotic damage. (Note that this also counts as damage)
    The Necromancer bloodies or kills an opponent. (Note that the previous two conditions can also hold)
    Someone the Necromancer has Bond of Blooded bloodies or kills an opponent.
    Someone the Necromancer has Bond of Blooded has been bloodied for the first time in an encounter.
    Someone the Necromancer has Bond of Blooded is reduced to 0 HP or less for the first time in an encounter.
    Someone the Necromancer has Bond of Blooded dies.

    The Bond of Blood effects only work if the Bonded person is within 30 squares of the Necromancer.

    Events that do more than 1 of the above generate more than 1 lifedrinker points (note that compound conditions, such as Bloodied or Dies, only generate 1 point if both happen in a single action). The Necromancer may engage in a ritual during a short rest, and convert healing surges into lifedrinker points. After a long rest, the Necromancer is presumed to have refilled up to his out-of-combat lifedrinker pool capacity.

    Death Wards:
    As part of the rituals required to become a Necromancer, the Necromancer is covered in magical Death Wards. This grants a +2 bonus to AC so long as the Necromancer is wearing Cloth or no Armor, and an additional +2 shield bonus to AC if the Necromancer has both hands free or wielding necromantic class implements.

    Implements:
    The Necromancer can use Staffs, Quarterstaffs, Daggers and Necromatic Symbols as Implements to channel powers with the Implement keyword. Proficiency bonuses from weapons do not apply to powers with the Implement keyword.

    Bond of Blood:
    In a 1 minute ritual requiring a willing or helpless target, the Necromancer can invoke a Bond of Blood with up to 4 targets at a given time. This Bond grants the target a +1 power bonus to their Will defense. The Necromancer also gains a +3 power bonus for any rolls that target the Will defense of the Bonded target. This Bond may be dismissed by the Necromancer at any time, but otherwise lasts until the death of either party. In addition, it has other effects (such as the Lifedrinker pool). This ritual costs nothing to cast, but requires a sharp blade.

    Ritual Caster:
    You gain the Ritual Caster feat as a bonus feat. You start the game with 3 rituals: the Bond of Blood ritual, the Gentle Repose ritual, and one additional 1st level ritual of your choice.

    Drain Soul + Necromancer Class Feature
    The Necromancer reaches out with a spectral claw, and rips a portion of the target's soul out.
    At-Will + Necromantic, Necrotic, Implement
    Minor Action + Close Burst 10
    Target: One creatures in the burst who you have damaged this round
    Attack:: Int vs Will
    Hit: Up to 1d4+Con necrotic damage. Damage increases to 2d4+Con at level 21. If you have delt at least that much damage to the target earlier in the round, heal yourself for twice as much as the damage you have delt. Otherwise, heal yourself for the damage you deal.
    Special: Costs 1 Lifedrinker point to use, and does not grant the Necromancer any Lifedrinker points for dealing damage. This power may be used only once per round.

    Life from Death
    When you grant healing with one of your Necromancer powers with the Healing keyword, you can consume a Lifedrinker token and transfer HP equal to your Constitution modifier from yourself to your target. At level 6, the amount transfered is increased to Con+1d6. At level 16, to Con+2d6, and at level 26 to Con+3d6. The Necromancer may choose to transfer less than this amount to the target.

    Word of Vitae + Necromancer Class Feature
    Necrotic energy flows out of the Necromancer, healing an ally.
    Encounter (Special) + Necromatic, Healing
    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. Each use of this power consumes a lifedrinker token.
    Minor Action + Close Burst 5 (10 at 11th, 15 at 21st)
    Target: You or one ally within the burst.
    Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
    Increase the amount of additional hit points regained to 2d6 at 11th and 3d6 at 21th.

    Necromancer Powers:
    Use Cleric powers. Replace all references to Strength with Constitution. Replace all references to Charisma with Intelligence. Change Radiant keywords and damage to Necrotic. Change Fire keywords and damage to Cold/Ice. Change power source from Divine to Necromantic. All powers that heal life or produce temporary HP have the following added:
    Special: Costs one lifedrinker point, or the healing and/or temporary HP is not gained.

    Reflavor the power name/text to reflect the Necromatic power source.

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    Feats
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    General Necromatic Feats:
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    Expanded Lifedrinker Pool: Lifedrinker pool class feature. Increase the size of your Lifedrinker Pool by 2.

    Taste for Life: Lifedrinker pool class feature, Paragon tier. When you deal a critical hit with a power with the necrotic keyword, you may consume a lifedrinker pool point and deal normal instead of critical damage. In that case, you gain 1 temporary HP for every damage you deal on the target.

    Corrupted Soul: Lifedrinker pool class feature, Epic tier. As a free action while spending a lifedrinker point, you may extend your soul's corruption to your weapons. Your attacks with your weapons gain the Necrotic keyword, and the damage they deal is considered Necrotic. This lasts until the end of the encounter, 5 minutes, or until you dismiss the effect as a free action.

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    Death Knight Feats
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    Soldier of Death: 13 Strength and 13 Intelligence
    Multiclass Death Knight. Pick a skill from the Death Knight list and gain training. Gain the Lifedrinker pool, the ability to use weapons as Implements for Death Knight powers, and the ability to Blood Hex once per encounter. If you already have a Lifedrinker pool, use the larger of the 2 pools.

    Extra Death Blow: Death Knight class, Death Blow class feature.
    Gain an additional Death Blow per encounter

    Hexblade: Death Knight class, Blood Hex class feature.
    As an free interrupt, you can use Blood Hex on a target you have just hit in melee.

    Deathblade: Death Knight class, Death Blow class feature, Paragon tier.
    Once per encounter, convert the damage your melee weapon does to necrotic damage, and maximize the Death Blow roll.

    Soul Reaver: Death Knight class, Death Blow class feature, Epic tier.
    When you kill a creature with the Death Blow class feature, you may use a healing surge.

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    Necromancer Feats
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    Student of Death: 13 Constitution and 13 Wisdom
    Multiclass Necromancer. Pick a skill from the Necromancer list and gain training. Gain the Lifedrinker pool, the ability to use Necromatic implements, and the ability to Word of Vitae once per day. If you already have a Lifedrinker pool, use the larger of the 2 pools.

    Improved Life from Death: Necromancer class, Life from Death class feature.
    You can consume a Lifedrinker token to double the amount of life transferred.

    Improved Drain Soul: Necromancer class, Drain Soul class feature, Paragon tier
    Damage dice from Drain Soul increased to 1d6.

    Walk in Darkness: Necromancer class, Lifedrinker pool class feature.
    When you damage a target with necrotic damage, you may consume a Lifedrinker point to gain concealment from that target until the start of your next turn.

    Deathstaff: Necromancer, Drain soul class feature, Epic tier
    When you damage an opponent with your staff, any Drain Soul you use on that target this round is doubled.

    Blood Blade: Necromancer, Drain soul class feature, Epic tier
    When you damage an opponent in melee with a dagger, you get a +10 bonus to your Drain Soul attack roll on that target until the start of your next turn.

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    I think those aren't too far out of balance.

    The Death Knight feels very Knight-esque. Fueling it's lifedrinker points is a bit of a bother. Death Blow is weaker than it looks.

    The Necromancer feels much less like a Cleric. It is unarmored, but gets a +4 bonus to AC to make up for it (no shields either), so a melee necromancer is quite possible. Which is important, as it has the full raft of Cleric powers.

    I changed the class features more with the Necromancer. You'll see that some of them can be used both to benefit a party, and ... less savory purposes.

    Some of the core changes include the Lifedrinker pool management, the extra-damage-as-minor-action power (which lets the Necromancer heal themself), and the replacement of the "+Wis bonus healing" with "+Con bonus HP transfer".
    Last edited by Yakk; 2008-09-03 at 02:22 PM.

  2. - Top - End - #2
    Barbarian in the Playground
     
    Baron Corm's Avatar

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    Default Re: [4e] The Necromatic Power Source

    The Special part of Lend Vitae seems just like a holdover from 3e. I would just make it an encounter power. Word of Vitae is a little bit better, but I would still stick with encounter or daily.

    Also, shouldn't the damage from Blood Hex be based off Intelligence, like the rest of the blood knight's abilities? I'm guessing it's a typo...

    Overall, just seems like a flavor change, with very little mechanical difference. I don't think it will be difficult for a player to have maximum lifedrinker tokens at all times. If that was your intention, then it all works out. If you want to make players care about lifedrinker tokens, however, make it harder to get them, and make them bestow a benefit when you use one, or just make the healing powers better, or something along those lines.

  3. - Top - End - #3
    Barbarian in the Playground
     
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    Default Re: [4e] The Necromatic Power Source

    Quote Originally Posted by flyingpoo22 View Post
    The Special part of Lend Vitae seems just like a holdover from 3e. I would just make it an encounter power. Word of Vitae is a little bit better, but I would still stick with encounter or daily.
    But...isn't that how Lay on Hands and Healing Word work as well?

    In any case, these look good. They'd work especially well in a Bael Turath campaign or similar setting.

    One quibble: A couple of times, you mention "Necromantic" damage. Is this deliberate, or a typo? Because I think Necrotic damage fits the bill here.
    Last edited by Arioch; 2008-09-03 at 12:22 PM.
    Necromancer avvie by Thecrimsonmage.

    You don't kill the purple necromancer. The purple necromancer kills you, and uses your corpse as a draught excluder.

    According to Player_Zero, I'm made entirely out of bees. Go figure.

  4. - Top - End - #4
    Ettin in the Playground
     
    Yakk's Avatar

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    Default Re: [4e] The Necromatic Power Source

    *nod*, lots of typos. They still need work and polish.

    I am trying to make the Lifedrinker points non-trivial to gather, but not a serious block. I think I need to up the rate that the Necromancer needs to burn Lifedrinker points.

    So I'm gonna do the following changes:
    Tweak Life from Death (I stole some HP healed from Word of Vitae, and moved it to Life from Death. Life from Death now costs a Lifedrinker point).

    Tweak Drain Soul (it now costs a Lifedrinker point, and doesn't grant any. It now heals up to twice as much, if you did enough damage with your previous attack).

    Had temporary HP attack powers also require Lifedrinker points.

    Added more feats, and reorganized things.

    Blood Hex is supposed to use Charisma. The Blood Knight uses Intelligence, Strength and Charisma as it's 3 attributes.

    Quote Originally Posted by Arioch View Post
    One quibble: A couple of times, you mention "Necromantic" damage. Is this deliberate, or a typo? Because I think Necrotic damage fits the bill here.
    I can't find them. Can you point them out?

    Necromatic is the name of the power source, and it mainly deals Necrotic damage.

    I should probably also change Fire damage to Cold damage, as that fits the Necromancer better. :-) Going to do so!
    Last edited by Yakk; 2008-09-03 at 12:46 PM.

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