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General Tabletop Discussion
*Pathfinder & Starfinder
6/30/08 update: Necromancer class (work in progress)
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<blockquote data-quote="pyrogod" data-source="post: 4351516" data-attributes="member: 68393"><p><a href="http://www.filefactory.com/file/13308a/n/Necromancer_DND_4e_doc" target="_blank">http://www.filefactory.com/file/13308a/n/Necromancer_DND_4e_doc</a></p><p></p><p><a href="http://www.filefactory.com/file/d0c804/n/Necromancer_Minions_4e_doc" target="_blank">http://www.filefactory.com/file/d0c804/n/Necromancer_Minions_4e_doc</a></p><p></p><p></p><p></p><p>Thanks hugely for the feedback. I've incorporated some of your suggestions into the class so far, if you do not mind. I think Death to Life is actually a darn good idea.</p><p></p><p>I did reduce the range on Bad Luck, but I'm quite reluctant on adding an attack roll, both to speed use, and because it is half as powerful as it would be if I wrote it as Con vs. Will, 1d6 damage and -1 to rolls, as it cannot kill minions. I think at this point it compares reasonably to Divine Glow and Burning Hands, both of which can be situationally better.</p><p></p><p>I do have minion progression in terms of attacks / damage / defense in the new minion sheet, though they still act like minions mechanically in my version. It goes up to level 9 at this point (just from being not done, that isn't a cap), with a new version every odd level.</p><p></p><p>Your idea for the alternate Kin could also be cool, but I do think once fully fleshed out, the Dead Guard idea has promise.</p></blockquote><p></p>
[QUOTE="pyrogod, post: 4351516, member: 68393"] [url]http://www.filefactory.com/file/13308a/n/Necromancer_DND_4e_doc[/url] [url]http://www.filefactory.com/file/d0c804/n/Necromancer_Minions_4e_doc[/url] Thanks hugely for the feedback. I've incorporated some of your suggestions into the class so far, if you do not mind. I think Death to Life is actually a darn good idea. I did reduce the range on Bad Luck, but I'm quite reluctant on adding an attack roll, both to speed use, and because it is half as powerful as it would be if I wrote it as Con vs. Will, 1d6 damage and -1 to rolls, as it cannot kill minions. I think at this point it compares reasonably to Divine Glow and Burning Hands, both of which can be situationally better. I do have minion progression in terms of attacks / damage / defense in the new minion sheet, though they still act like minions mechanically in my version. It goes up to level 9 at this point (just from being not done, that isn't a cap), with a new version every odd level. Your idea for the alternate Kin could also be cool, but I do think once fully fleshed out, the Dead Guard idea has promise. [/QUOTE]
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6/30/08 update: Necromancer class (work in progress)
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