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A Necromancer, Shadow Leader?
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<blockquote data-quote="Kaodi" data-source="post: 4333107" data-attributes="member: 1231"><p>For now, sans fluffy bits. A work in progress.</p><p></p><p>Necromancer</p><p>Role: Leader</p><p>Power Source: Shadow</p><p>Key Abilities: Intelligence, Constitution, Wisdom</p><p></p><p>Armour Proficiencies: Cloth, Leather, Hide</p><p>Proficiencies: Simple Melee</p><p>Implements: Staff, Wand</p><p>Bonus to Defense: +1 Fortitude, +1 Will</p><p></p><p>Hit Points: 12 + Constitution Score</p><p>Hit Points per Level Gained: 5</p><p>Healing Surges per Day: 6 + Constitution Modifier</p><p></p><p>Trained Skills: Arcana. From the class list below, choose three more trained skills at 1st level:</p><p>Class Skills: Arcana, Heal, History, Insight, Intimidate, Religion, Stealth.</p><p></p><p>Build Options: Decaying Necromancer, Corrupting Necromancer</p><p>Class Features: Flickers, Fortifying Word, Shadow Aura, Ritual Casting</p><p></p><p></p><p>Flickers: The Necromancer's equivalent of cantrips. Please forgive the name, but I am at a bit of a loss for what to call them.</p><p></p><p>Fortifying Word: The Necromancer's equivalent of Healing Word, Inspiring Word. Probably identical to those two.</p><p></p><p>Shadow Aura: Decaying Necromancer - When an ally you can see spends an action point to make an extra attack, any targets that are succesfully hit take a penalty to Fortitude Defense equal to 1/2 your Constitution modifier (save ends). Corrupting Warlock - When an ally you can see spends an action point to make an extra attack, any targets that are successfully hit take a penalty to Will Defense equal to 1/2 your Wisdom modifier (save ends).</p><p></p><p>Ritual Casting: The Necromancer receives Ritual Casting as a free feat. While they are not quite as adept with rituals as Wizards, a Necromancer gains Rituals related to their calling at 1st, 5th, 11th, 15th, 21st and 25th level (to be determined later).</p></blockquote><p></p>
[QUOTE="Kaodi, post: 4333107, member: 1231"] For now, sans fluffy bits. A work in progress. Necromancer Role: Leader Power Source: Shadow Key Abilities: Intelligence, Constitution, Wisdom Armour Proficiencies: Cloth, Leather, Hide Proficiencies: Simple Melee Implements: Staff, Wand Bonus to Defense: +1 Fortitude, +1 Will Hit Points: 12 + Constitution Score Hit Points per Level Gained: 5 Healing Surges per Day: 6 + Constitution Modifier Trained Skills: Arcana. From the class list below, choose three more trained skills at 1st level: Class Skills: Arcana, Heal, History, Insight, Intimidate, Religion, Stealth. Build Options: Decaying Necromancer, Corrupting Necromancer Class Features: Flickers, Fortifying Word, Shadow Aura, Ritual Casting Flickers: The Necromancer's equivalent of cantrips. Please forgive the name, but I am at a bit of a loss for what to call them. Fortifying Word: The Necromancer's equivalent of Healing Word, Inspiring Word. Probably identical to those two. Shadow Aura: Decaying Necromancer - When an ally you can see spends an action point to make an extra attack, any targets that are succesfully hit take a penalty to Fortitude Defense equal to 1/2 your Constitution modifier (save ends). Corrupting Warlock - When an ally you can see spends an action point to make an extra attack, any targets that are successfully hit take a penalty to Will Defense equal to 1/2 your Wisdom modifier (save ends). Ritual Casting: The Necromancer receives Ritual Casting as a free feat. While they are not quite as adept with rituals as Wizards, a Necromancer gains Rituals related to their calling at 1st, 5th, 11th, 15th, 21st and 25th level (to be determined later). [/QUOTE]
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