kigmatzomat
Legend
Shieldhaven said:You wouldn't actually need to make a whole lot of monsters immune to fear if you didn't set up fear as an effect that forced the enemy to flee. Fear-as-debuff has a lot more design space, I think, and it gets around the save-or-out-of-the-fight problem that fear effects posed in 3.x.
I'll agree with that. I'd be fine with "fear" being a type of modifier, or more appropriately a subtype of "morale." So necromancers would invoke morale penalties under the geas of fear.
I think, though, that you could give necromancers extensive powers over the undead to compensate for the fact that undead are traditionally immune to fear effects. You might be out of luck against constructs - with neither a normal life force nor a capacity to experience fear, the necromancer has a bit of a problem. It seems to me that necromancers are more frequently in control of golems than fighting them in fantasy, so there aren't a whole lot of examples to draw upon.
That's because historically golems were some form of undead. Flesh obviously so but the classic golem was inhabited by a spirit and spirits are a form of undead. Beyond semantics, there's not much difference between what animates zombie or vampires and whatever animates a chair or golem.