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Missing base class concepts (link?)
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<blockquote data-quote="Kweezil" data-source="post: 2694126" data-attributes="member: 681"><p>The necromancer as it exists in fantasy literature is a hard concept to emulate in D&D, because as soon as you make all those undead minions, some cleric comes along and steals command of them. A cleric-necromancer works fairly well, as you can create and command undead easily, but you have have heavy armour and no access to the undead-esque powers. </p><p></p><p>The Dread Necromancer (from <u>Heroes of Horror</u>) is an almost perfect fit for a necromancer in my opinion, though their automatic progression toward lichdom is a little restrictive if you wanted to make something else, eg a vampire necromancer (Strahd) or a spirit/ghost (the Necromancer from the Shattered World series of novels) or even just an outsider like a half-fiend who cannot become undead.</p><p></p><p>The True Necromancer prestige class from <u>Libris Mortis</u> is my personal favourite for necromancy in D&D, though it takes work to do (levels in Cleric, and planning to go into it as soon as possible so you can get all of the class before Epic). The combined clerical and arcane necromancy blurs the line between the two, and the other class abilities (like the bonus to caster level with necromancy effects) provide an mechanical bonus to entice the cahracter into using a lot more necromancy.</p><p></p><p><strong>Edit:</strong> D'oh forgot the archer.</p><p>I've found the Scout to be the one of the best archer classes in the game. The wilderness abilities are not so heavily laden as the ranger, nor do they have the heavy armour of a fighter, instead they excel at mobility, staying out of the heart of the fight and taking one lethal shot a round (barring Improved Manyshot, which just gets scary/silly), as an archer should in a standard D&D close fight.</p></blockquote><p></p>
[QUOTE="Kweezil, post: 2694126, member: 681"] The necromancer as it exists in fantasy literature is a hard concept to emulate in D&D, because as soon as you make all those undead minions, some cleric comes along and steals command of them. A cleric-necromancer works fairly well, as you can create and command undead easily, but you have have heavy armour and no access to the undead-esque powers. The Dread Necromancer (from [U]Heroes of Horror[/U]) is an almost perfect fit for a necromancer in my opinion, though their automatic progression toward lichdom is a little restrictive if you wanted to make something else, eg a vampire necromancer (Strahd) or a spirit/ghost (the Necromancer from the Shattered World series of novels) or even just an outsider like a half-fiend who cannot become undead. The True Necromancer prestige class from [U]Libris Mortis[/U] is my personal favourite for necromancy in D&D, though it takes work to do (levels in Cleric, and planning to go into it as soon as possible so you can get all of the class before Epic). The combined clerical and arcane necromancy blurs the line between the two, and the other class abilities (like the bonus to caster level with necromancy effects) provide an mechanical bonus to entice the cahracter into using a lot more necromancy. [b]Edit:[/b] D'oh forgot the archer. I've found the Scout to be the one of the best archer classes in the game. The wilderness abilities are not so heavily laden as the ranger, nor do they have the heavy armour of a fighter, instead they excel at mobility, staying out of the heart of the fight and taking one lethal shot a round (barring Improved Manyshot, which just gets scary/silly), as an archer should in a standard D&D close fight. [/QUOTE]
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