Dread Necromancers and Animate Dead

DogBackward said:
Yes, I believe that the creators of the game should use balance when creating their stuff. And guess what? They do. There really isn't anything out there, that isn't 3rd party, that could honestly break the game, unless you, as the DM, let it. They do have guidelines and consistancy. They've got years and years of experience at this, dude, and frankly? I think they're doing a pretty damn good job at it.

So they have never messed up. Do you believe it's possible to have an unwavering faith in a company, so much so that others might perceive that person to be a fanboy? Not that I'm implying you are, I just want to see if you acknowledge that while the title of the designer is well respected the design itself can still be discussed.

DogBackward said:
See, the thing is, DnD adventures are a universal thing. You don't have to have played the same module to share experiences. Everybody's had the "Holy crap, how the hell did we survive that?" experience, and so everyone can share in it. And really, I'd rather have each person share their own, unique experiences than have everybody relate how they went through the exact same thing.

The player descriptions of their actions should be unique, but the scenarios should not be so different that two different groups do not recognize they are playing the same thing. (Gee, your group went up against five radiant servants of Pelor in a row? Don't remember seeing those on the Isle of Dread...)

DogBackward said:
I never said anything like this. In fact, I specifically said you should let the guy have some time to shine. But you don't have to let his minions destroy your adventure. For one, all these huge skels really do is stand there and get smashed by the bad-guys. So, your player has his fun, and is useful, and your NPC's get to take out his skeletons in the end anyway. You don't have to plunk clerics everywhere, not at all. But one cleric, set up as the loyal servant of the BBEG, can make sure that even if his skeletons survive the entire adventure, (which is doubtful) and he manages to squeeze them all into the final lair (also doubtful) that they still won't impact the bad guy much, as they'll either be cowering due to rebuking or fleeing due to turning.

The skeletons do not just stand there and get smashed. They are healed from behind by the dread necromancer's lich-like class features for healing undead. Have you read the class we're discussing or are you just upset that someone is questioning a WotC design and want to call out all critics as 'lazy DMs'?

DogBackward said:
Seriously? Every game should center on the players. That's what good storytelling is about.

See then, in the scenario above the players might just avoid the BBEG. Or hide away in a demiplane of their own creation. Which is fine for most campaigns, but there are others where it isn't fair to the DM (or other players in some cases). Have you played games at conventions? Or an RPGA sanctioned games? There is an unwritten rule (and in the case of the RPGA, a written rule) that the players will follow the DM's module rather than the DM following whatever the players would like to do.

DogBackward said:
The Lord of the Rings Trilogy was great because, among other things, it followed the travels of a group of heroes across the land. These heroes got to do some really impressive struff along the way, which also makes for a great story. DnD is about telling the story of a small group of adventurous heroes.

Have you read the DM of the Ring d20 comic? LotR would be very difficult to run. The story has a lot of elements that occur that do NOT center around 'the party' (which is usually split up). In fact, LotR is exactly the OPPOSITE of what you are suggesting. It's the perfect example of a living world where multiple events occur outside of a character's control that effect the plotline. If you wanted to make a player feel like he was a part of this world he should be able to move about freely and interact with these elements without having them turn into min-maxed powergame toys just so they can challenge the party.

DogBackward said:
It is impossible to find and house rule away every single thing that could possilby be unbalanced. The only way to make certain you run a good, balanced game is to... well, I guess you'd have to take into accoutn what your characters can do, and plan accordingly. Hey, that sounds familiar...

Yet every campaign that I've ever known has house rules for character creation. Some people want to find a balance that fits what they can run. Others don't, and there's nothing wrong with limitations (like nerfing the dread necromancer). Some DMs even go to message boards and ask other DMs and players for opinions of these rules (and want to clarify the RAW too) only to be shot down by someone who doesn't believe they should exist to begin with...

DogBackward said:
For one, where are your players going to find a 20 HD dead thing?

Hunting for elephants or dinosaurs or something. If the campaign focuses around them then they will end up finding it if they are persistent enough.

DogBackward said:
Not to mention, in a world where magic is commonplace, most mages would know that onyx is generally used to animate the dead. So, in the commonly neutral/lawful good societies, good luck finding that much onyx for sale in one place.

It's a common gem, and if you look at the MIC it says that in general a player should be able to get these items. Maybe not in all campaigns, but that doesn't mean a DM should be forced to hide items and abilities. It's kind of like saying "well if you think the turn undead ability is too powerful then don't let your party fight undead".

DogBackward said:
If you're not good at organizing, don't DM. If you've got no imagination, don't DM. If you aren't willing, or simply can't, put the time in to make your game as good as you possilby can, then don't bother DM'ing. Being a DM is a big deal, and a big responsibility.You have to realize that it's not about you, or your story. It's about the players and theirs. If you want to tell your story, write a book. If you want to have a series of random fights and tactical battles that have nothing to do with your characters' histories, backgrounds, or current events, then play Warhammer.

Thank you very much for the DMing advice.

Now does anyone else have an opinion on the dread necromancer's class abilities? Or answers to confirm my rules clarification questions?
 

log in or register to remove this ad

Dread Necromancers can drag around a bunch of pretty good zombies and skellies.

However, I'm playing one right now, and the ability isn't all that you're making it out to be. Dragging a bunch of bigass undead everywhere is rather impractical. My group uses teleport for its long distance travel. I can't bring my undead because we don't have any extra subjects. A portable hole costs 20k and doesn't really fit many monsters - especially since most of the powerful forms you want are large or bigger. Similarly, fitting 1 huge creature into a fight, or through a medium sized building or dungeon isn't all that easy. Finding room for 7 huge undead is going to be nearly impossible. How about towns? With Disguise and Gentle Repose, my character could keep some medium zombies in decent enough condition to pass a casual inspection. Too bad medium zombie/skellies pretty much suck. Going around with a 10 headed zombie hydra in tow probably isn't going to fly (and even if it did, the attention would be a problem). So it's the portable hole again.

Basically, dragging around my full undead force is impractical. I expect that only rarely will I be able to bust out everything. Pretty soon, I'll have a portable hole and then I'll be able to take a whole 1 zombie monster with me. Granted, it's better than the equivalent animated by a wizard (without a whole bunch of necro feats anyway) and I do have some other incorporeal undead that travel easily.

Being able to Animate things every day isn't much of an issue since it only helps replace losses. With all the negative energy stuff a dread nec can throw around, they should be able to keep quality undead forms in decent condition.
 

for playing? I like like the warlock - animate dead all the time, at no cost.
yes its only 24HD - but anytime something dies, its thrown back into the fray.
it only lasts minute/lvl, unless you pay the regular price- but if you want to go that route
a scroll of desecrate might come in handy.
The warlock would cheer each time he found a new creature to kill & animate.
 

So they have never messed up. Do you believe it's possible to have an unwavering faith in a company, so much so that others might perceive that person to be a fanboy? Not that I'm implying you are, I just want to see if you acknowledge that while the title of the designer is well respected the design itself can still be discussed.
Yeah, it's possibly, sure. Myself, I'm actually rather pissed at WotC lately, but not because of the balance of the stuff they've put out. Whatever other bad moves they've made, their classes and prestige classes are still, for the most part, incredibly well-balanced.

The player descriptions of their actions should be unique, but the scenarios should not be so different that two different groups do not recognize they are playing the same thing. (Gee, your group went up against five radiant servants of Pelor in a row? Don't remember seeing those on the Isle of Dread...)
That's why I don't run premade adventures, for one thing, but I realize some people like to. I'm not saying you absolutely have to change everything to fit your characters. But you lose every right to complain about them trampling your game if you don't.

The skeletons do not just stand there and get smashed. They are healed from behind by the dread necromancer's lich-like class features for healing undead. Have you read the class we're discussing or are you just upset that someone is questioning a WotC design and want to call out all critics as 'lazy DMs'?
Yeah, I actually have read the class. And while you can indeed use your spells to heal the undead, you'll run out soon enough. Skeletons are fragile, and not at all powerful. And your unlimited use healing class feature? 3 points per round ain't exactly a big deal. And all of these healing abilities are touch-based, so you've got to be right up next to your allies, and therefore, your enemies.

See then, in the scenario above the players might just avoid the BBEG. Or hide away in a demiplane of their own creation. Which is fine for most campaigns, but there are others where it isn't fair to the DM (or other players in some cases). Have you played games at conventions? Or an RPGA sanctioned games? There is an unwritten rule (and in the case of the RPGA, a written rule) that the players will follow the DM's module rather than the DM following whatever the players would like to do.

I actually haven't, and it doesn't seem like it would be at all fun for me, unless the DM of the game there was good enough to make it personal. But you still run in to the same deal, essentially. It takes infinitely more time to try and house-rule out what might be unbalanced than it does to make a minor in-game adjustment to account for said imbalance.

Have you read the DM of the Ring d20 comic? LotR would be very difficult to run. The story has a lot of elements that occur that do NOT center around 'the party' (which is usually split up). In fact, LotR is exactly the OPPOSITE of what you are suggesting. It's the perfect example of a living world where multiple events occur outside of a character's control that effect the plotline. If you wanted to make a player feel like he was a part of this world he should be able to move about freely and interact with these elements without having them turn into min-maxed powergame toys just so they can challenge the party.
I'm not saying you can't have events the players can't control. I'm saying that those events should still center on the characters, unless they're tossed in for background effect, or foreshadowing of future events. And who said anything about powergaming? If one player is using too much of something, or using something unbalanced, then occasionally making it unavailable is not even slightly unreasonable. Take a classic example of heroic storytelling: Superman. He's pretty much invincible, except for one thing: Kryptonite. And guess what? Somehow, Kryptonite seems to make an appearance in almost all of his adventures. The cool part is how he finds a way around the challenge. I'm not saying to put your players' Kryptonite in every adventure, but don't be afraid to use it when it's needed.

Yet every campaign that I've ever known has house rules for character creation. Some people want to find a balance that fits what they can run. Others don't, and there's nothing wrong with limitations (like nerfing the dread necromancer). Some DMs even go to message boards and ask other DMs and players for opinions of these rules (and want to clarify the RAW too) only to be shot down by someone who doesn't believe they should exist to begin with...
House rules are fine, when used sparingly. But if you're going to try and find a way to nerf everything you read on paper and say "OMG TEH BROKEN!"... that's another thing entirely.

And I gave you my opinion, and my suggested house rule. Is it my fault that my opinion is that there's no problem? And my ranting above wasn't directed solely at you, sorry if it seemed that way. It was more that this was a convenient post in which to get out what I've been wanting to say to every single person who runs around decrying everything as broken.

Hunting for elephants or dinosaurs or something. If the campaign focuses around them then they will end up finding it if they are persistent enough.
An elephant? Well, you can't get an elephantine zombie, as that would be 22 HD, so the most powerful use of it isn't that bad. And an elephant skeleton has an AC of 11. Sure, it'll do some damage, but it'll die incredibly fast, as it's nearly impossible to not hit. And then there's the fact that it's huge sized. Good luck moving a horde of elephants around the map with you...

It's a common gem, and if you look at the MIC it says that in general a player should be able to get these items. Maybe not in all campaigns, but that doesn't mean a DM should be forced to hide items and abilities. It's kind of like saying "well if you think the turn undead ability is too powerful then don't let your party fight undead".
That's fine. Even if the leaders in your world would allow widespread sale and distribution of a material known to be used to create undead (hell, we even regulate allergy medicine to make it harder to make meth), they'll still be keeping an eye on the purchase of such objects. If you're gonna purchase thousands of gold worth of onyx, you can be damn sure someone's going to notice. And alert the Cleric Squad to perform an investigation. I dunno about your group, but my players would be pissed if I didn't do something od that sort, because, really, that's what would happen.

And for the record, Turn Undead is beyond useless... Rebuke can come in handy, sure, but Turning? Divine Feats or bust.

Now does anyone else have an opinion on the dread necromancer's class abilities? Or answers to confirm my rules clarification questions?]/quote]
If it doesn't say that it counts against your limit, they don't. And it's also not that big a deal. Besides the fact that that's still more creatures to keep track of and control, Command Undead is not instantaneous, like Animate is. Dispel Magic, anyone?

And this one might even be semi-RAW, but the spell description isn't clear on it. Under Rebuk Undead, it states that it's a move action to give commands to your undead minion. I don't think it'd be a stretch to extend this rule to animated undead, either. So, if you want all of your undead to swarm the bad guys, be prepared to do nothing but tell them to attack.
 

Way around level limit

Use Skeletal + Zombie Dragons from Draconomicon. Slightly superior to standard skeletons/zombies, no limit to Hit Dice. And the zombies advance using standard HD, not double HD. And can fly, have weaker breath weapon, spell resistance. Problem solved.
 

Anyone see the Rod of Undead Control from the MIC? It doubles the amount of hit dice of undead you can control with animate dead and is only 10K. A staple for any necromancer.

Rules question: Would the Corpsecrafter (Libris Mortis) hp bonus stack with the Undead Mastery class feature? Both are untyped bonuses. (Obviously the enhancement bonus to strength would not increase).

The dragon zombie / skeletal templates mentioned above are cool (thanks hamishspence) but let's assume the 20 HD cap. Also, you have normal animate, animate with desecrate, animate with desecrate and corpsecrafter feat and animate with desecrate, corpsecrafter and sickening grasp feat. All of these should stack by RAW.

At 8th level a "normal" necromancer (core cleric or wizard) can control up to 32 (or 36 with sickening grasp) HD of undead for 800 (or 900) gp for a total of 208 hp or 272 desecrated or 336 corpsecrafter or 378 sickening grasp). With the rod of undead control they can control 64 (or 72 with sickening grasp) HD of undead for 1600 (or 1800) gp for a total of 416 hp or 544 desecrated or 672 corpsecrafter or 756 sickening grasp.

By comparison, an 8th level dread necromancer with a 24 charisma (human with max charisma and eagle's splendor or cloak of charisma) can control 88 (or 99 with sickening grasp) HD of undead mastery enhanced undead for 2200 (or 2475) gp for a total of 748 hp or 924 desecrated or 1100 corpsecrafter or 1237 sickening grasp. With the rod of undead control they can control 176 (or 198 with sickening grasp) HD of undead mastery enhanced undead for 4400 (or 4950) gp for a total of 1496 hp or 1848 desecrated or 2200 corpsecrafter or 2475 sickening grasp.

Do these numbers look right?

More questions:

Do the feats Bolster Resistance and Necromantic Presence stack? I don't see any reason why, by the RAW, they wouldn't, since they are untyped.

Now at 9th level a human dread necromancer with the feats Corpsecrafter, Bolster Resistance, Necromantic Presence, Destruction Retribution and Sickening Grasp and the Rod of Undead Control can control 220 HD of undead. He can have 11 huge skeletons with the following stats:

Advanced Young Adult Red Dragon Skeleton
NE Huge undead (fire)
Init +5; Senses darkvision 60 ft., Listen +0, Spot +0
-------------------------
AC 12, touch 9, flat-footed 11
hp 250 (20 HD); DR 5/bludgeoning
Immune cold and fire
Fort +6, Ref +7, Will +8
-------------------------
Spd 40 ft.
Melee bite +19 (2d8+11) and
2 claws +14 (2d6+5) and
2 wings +14 (1d8+5) and
tail slap +14 (2d6+15)
Base Atk +10, Grp +29
Space 15 ft. / Reach 10 ft.
-------------------------
Abilities Str 32, Dex 12, Con -, Int -, Wis 10, Cha 1
SQ turn resistance +8, destruction retribution (on death, burst 10', 11d6 negative energy, ref DC 15 half, heals undead)
Feats Improved Initiative

Or better yet, don't take the destruction retribution feat and instead take leadership. You could pick an undead cohort, or better yet just take another dread necromancer and get a ton of undead from him.
 
Last edited:

Also, would the +1 CL for Evil Spells from the Fiendish Power feat stack with +1 CL for Necromancy Spells from Sickening Grasp?

Also, if an enemy Dread Necromancer and his controlled undead are encoutered, is it still a CR 8? Do controlled undead count towards boosting EL or are they like summoned creatures?
 

Yes, and yes. The CL bonuses aren't from the same source, and so they stack. And summoned or "companion" creatures are considered part of your class features, they don't count extra toward CR. Created creatures, however, are usually not.
 

Thanks.

Does anyone have a list of the creatures that you can create with animate dead? By core they are just zombies and skeletons, but the Draconomicon includes dragon skeletons and dragon zombies, which follow different rules it seems.
 

The bloodhulks in MM IV are creatable with animate dead. I think they count as double their HD or something for the control limit.
 

Remove ads

Top