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Let us make a Necromancer
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<blockquote data-quote="Redcoat87" data-source="post: 4318802" data-attributes="member: 69644"><p>I think they're trying to stick with the "Cult of Orcas = baaad" theme. Personally I've always lobbied that Necromancy doesn't <em>have</em> to be an evil art. Morticians are creepy, and they deal with the dead, but that doesn't make them automatically evil. </p><p></p><p>Also, I tried to come up with a good daily power idea and this is what came out.</p><p></p><p><strong>Rise from Within</strong></p><p><em>You use your influence over dark magics to coax the very bones from the targets body.</em></p><p><strong>Daily Power</strong> - Arcane, Necrotic</p><p><strong>Standard Action</strong> - <strong>Range</strong> 10</p><p><strong>Target:</strong> One Creature</p><p><strong>Attack:</strong> Intelligence vs Fort</p><p><strong>Hit:</strong> Deal 2d8 + Int necrotic damage, target is weakened and slowed until the end of your next turn.</p><p><strong>Miss:</strong> Half damage and no effect.</p><p><strong>Effect:</strong> If this attack brings the target to 0 hp, bring target creature under your control as skeleton that follows your commands until the end of the encounter. (which can be clarified to either the skeleton is destroyed after the encounter, or after the battle you are no longer in control of the undead, but may attempt to control it or destroy it normally.)</p><p></p><p>Eventually you'll have to define what exactly "skeleton" means. I'm thinking that the necro will be more of a horde/distraction caster, rather then AoE. He'll be able to help the rogue flank and the fighter make use of his marks, without actually endangering himself in the process, but to balance this out both he and his little skeletal minions will need to be pretty weak and not deal a lot of damage. Since most things in 4.0 scale, the minions will have to as well.</p><p></p><p>Maybe add something to do with bones and bone-carvings. I like the skull-as-implement but it needs to be taken further.</p><p></p><p>We could even have the two separations be Bone Necro and Flesh Necro. Bone necromancers would create numerous despensible minions where as a Flesh necro would have a stronger, durable minion. One could go down a path of attacking from a far, blocking off areas and setting up corpse 'traps', while the other could bolster himself, others, or his minions. Will I turn my minion into a bomb, or will I give it the ability to leech hp from others this turn? Decisions decisions...</p></blockquote><p></p>
[QUOTE="Redcoat87, post: 4318802, member: 69644"] I think they're trying to stick with the "Cult of Orcas = baaad" theme. Personally I've always lobbied that Necromancy doesn't [I]have[/I] to be an evil art. Morticians are creepy, and they deal with the dead, but that doesn't make them automatically evil. Also, I tried to come up with a good daily power idea and this is what came out. [B]Rise from Within[/B] [I]You use your influence over dark magics to coax the very bones from the targets body.[/I] [B]Daily Power[/B] - Arcane, Necrotic [B]Standard Action[/B] - [B]Range[/B] 10 [B]Target:[/B] One Creature [B]Attack:[/B] Intelligence vs Fort [B]Hit:[/B] Deal 2d8 + Int necrotic damage, target is weakened and slowed until the end of your next turn. [B]Miss:[/B] Half damage and no effect. [B]Effect:[/B] If this attack brings the target to 0 hp, bring target creature under your control as skeleton that follows your commands until the end of the encounter. (which can be clarified to either the skeleton is destroyed after the encounter, or after the battle you are no longer in control of the undead, but may attempt to control it or destroy it normally.) Eventually you'll have to define what exactly "skeleton" means. I'm thinking that the necro will be more of a horde/distraction caster, rather then AoE. He'll be able to help the rogue flank and the fighter make use of his marks, without actually endangering himself in the process, but to balance this out both he and his little skeletal minions will need to be pretty weak and not deal a lot of damage. Since most things in 4.0 scale, the minions will have to as well. Maybe add something to do with bones and bone-carvings. I like the skull-as-implement but it needs to be taken further. We could even have the two separations be Bone Necro and Flesh Necro. Bone necromancers would create numerous despensible minions where as a Flesh necro would have a stronger, durable minion. One could go down a path of attacking from a far, blocking off areas and setting up corpse 'traps', while the other could bolster himself, others, or his minions. Will I turn my minion into a bomb, or will I give it the ability to leech hp from others this turn? Decisions decisions... [/QUOTE]
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