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Necrocarnate Fix
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<blockquote data-quote="emoplato" data-source="post: 5932238" data-attributes="member: 97812"><p>As people who are familiar with this class either you play it broke or you don't play it at all. I upped the necromantic and dark feel to the class so please give a critique. I think it might be overpowered for Incarnum as I was trying to scale its necromancy to the classic casters.</p><p></p><p style="text-align: center"><p style="text-align: center">Necrocarnate</p> </p><p> <p style="text-align: center"><p style="text-align: center"><img src="http://www.enworld.org/forum/[IMG]file:///C:/Users/MOSSFA%7E1/AppData/Local/Temp/msohtmlclip1/02/clip_image002.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p> <p style="text-align: center"></p> </p><p> Incarnum has many aspects and energies tied to it. Many users focus on alignment striving to be champions of their ideals. Others draw from aspects of nature and history protecting what they may hold most dear. Either way these forms merely borrow energy that is already there completely ignoring the core of Incarnum, souls. Many revile Necrocarnates for focusing in such an art, fearing the implications and backlash of direct manipulation of souls. Necrocarnates view it one way or another as a source of new power.</p><p> Prerequisites</p><p> Alignment: Any Evil</p><p> Feats: Necrocarnum Acolyte</p><p> Skills: Knowledge(Arcana) 5 ranks, Knowledge(Religion) 10 ranks, Spellcraft 5 ranks</p><p> Meldshaping: Ability to shape to shape three soulmelds and bind to crown, hands, and feat chakras</p><p> Class Features</p><p> Hit die: d6</p><p> BAB: poor</p><p> Fortitude: poor</p><p> Reflex: poor</p><p> Will: good</p><p> Skills: (2+int. mod.) Bluff, Concentration, Craft, Intimidate, Knowledge(Arcana), Knowledge(Planes), Knowledge(Religion), Profession, Spellcraft</p><p> Special Abilities</p><p> </p><p>L1 Harvest Soul(Su): When a Necrocarnate has found a dead body you may employ one of two maneuvers to extract its soul. If a creature has just died and within 100 feet a Necrocarnate may take an immediate action to capture the soul and hold it in a free hand. As a part of the swift action to reallocate essentia, you may convert it to temporary essentia equal to ½ its HD(minimum 1) for one round. If it has died within one hour per necrocarnate level you may take a full round action to store a soul within your body in which she may convert it to essentia or use it for certain necrocarnum secrets. A necrocarnate may store a number souls equal to ½ her class level(minimum 1).</p><p> Meldshaping(Su): At every level a Necrocarnate’s level stacks with one other meldshaper class for number of levels, soulmelds, binds, and essentia but not class features.</p><p> Necrocarnum Secret(Su): At level one and every even level after that a Necrocarnate can research new abilities of Necrocarnum. Every time you select a secret you permanently sacrifice one point of essentia from your pool to the abyss of Necrocarnum. Secrets may only be selected once unless they say otherwise. All DC’s are based off of the Necrocarnate.</p><p> </p><p>L2 Chakra Binds(arms, shoulders, brow), Necrocarnum Secret</p><p> </p><p>L3 Horde of Necrocarnum(Ex): Your Necrocarnum circlet may now reanimate and control as many Necrocarnum zombies as long as the total hit die equals your meldshaper level. As such each zombie has their essentia pool increased by how much is invested in the circlet. Corpse crafter feats may now be applied to your zombies. </p><p> </p><p>L4 Midnight Rebuke(Su): You gain the ability to rebuke undead having your effective cleric level equal your Necrocarnate level+2x per point of essentia invested. Any other rebuking levels stack for purposes of strength of undead you may control. You may use this 3+char. mod. times per day. Necrocarnum Secret</p><p> </p><p>L5 Manipulator of Souls(Ex): You may instead use your charisma modifier instead of your wisdom modifier on save DC’s on all effects with the necrocarnum descriptor. Also your undead may use their wisdom score instead of constitution to qualify for feats described in the Magic of Incarnum p34.</p><p></p><p>L6 Necrocarnum secret</p><p> </p><p>L7 Lord of Necrocarnum(Ex): You may increase the amount of HD of zombies by 50%. Your necrocarnum zombies also heal from Necrocarnum energy. The same restrictions apply as mentioned in Horde Expansion.</p><p> Chakra binds(throat, waist)</p><p> </p><p>L8 Expand Necrocarnum Capacity(Ex): You may invest one more point of essentia in your necrocarnum soulmelds. Necrocarnum Secret</p><p> </p><p>L9 Chakra binds(heart)</p><p> </p><p>L10 Necrocarnum Apotheosis(Su): You permanently gain the benefit of Necrocarnum Shroud soul bind and are immune to aging. A change in your soul happens. Your soul cannot be contained by any magical or supernatural means, as such you are immune to possession and magic jar like effects. Necrocarnum Secret</p><p style="text-align: center"> </p> <p style="text-align: center">Secrets Table</p> <p style="text-align: center"></p><p> Improved Harvest Soul(Su): When you convert a soul to essentia they last for one more round. You may select this ability up to three times.</p><p> </p><p>Profane Might(Ex): Your Necrocarnum Zombies gain a new option to invest essentia. They get a profane bonus to attack and damage rolls equal to essentia allocated.</p><p> </p><p>Soul shield(Su): Instead of ripping a soul for essentia you may use it to protect yourself or one of allies from harmful effects. If you have successfully saved against an effect but still allows for half damage or lesser effect you may expend a soul you have stored to be unaffected. Alternatively if you failed a save you expend a soul to reroll the result, you must take result of the second roll. This may only be used once per round.</p><p> </p><p>Necrocarnum Expansion(Ex): Your zombies may invest one more point of essentia in all of its abilities. This ability may be selected three times.</p><p> </p><p>Horde Expansion(Ex): In order to select this you must of the Horde of Necrocarnum ability. The amount of HD of zombies you may animate is increased by 1/3. You cannot have a single Necrocarnum zombie that is 50% more than your meldshaper level round down. You may select this ability up to three times. </p><p> </p><p>Necrocarnum Fortification(Ex): You must be a 6 level Necrocarnate and have Necrocarnate expansion secret to select this ability. In order to use this ability you must imbue one point of essentia from your pool per five hit die(round down) into an active zombie. The zombie must be adjacent to you and requires ten minutes to complete. These points of essentia are not added to the zombie’s pool. When completed the hit die are all considered maximized. You may remove the essentia as per the second option of Harvest Soul, as such when they are dead.</p><p> </p><p>Font of Necrocarnum(Ex): All save DC’s associated with necrocarnum and this class are increased by 1. Also any effect that deals pure necrocarnum energy deals an additional 1d8 of damage. You may select this ability up to three times. </p><p> </p><p>Payment of the Void(Ex): You no longer suffer damage due to resurrecting zombies from your circlet.</p><p> </p><p>Resurrect ability(Su): You must have the Manipulator of Souls feature and Necrocarnum Insight secret in order to take this. You may imbue essentia in a zombie for them to regain the use of a single extraordinary or supernatural ability. The process is similar to Necrocarnum fortification except you pay one per ability. You may select this ability three times, each time allows the zombies to regain another one, however they may only have one per ten hit die they possess, round normally.</p><p> </p><p>Necrocarnum Insight(Ex): You must have the Horde of Necrocarnum feature. Your Necrocarnum zombies gain one skill point per hit die and may treat two cross class skills as class skills. You may select this ability up to three times.</p><p> </p><p>Soul curse(Su): You must have the Manipulator of Souls feature and Font of Necrocarnum secret to select this. You may sacrifice a soul in order to bestow a debilitating effect within 60 feet. As a standard action you may sacrifice a stored soul to give -1 penalty to attack, saves, skills, ability checks, and AC per 5 HD of soul sacrificed(maximum -5). A successful will save (10+1/2+cha. mod) negates. This ability lasts for rounds equal to your Necrocarnate level, multiple uses do not stack. </p><p> </p><p>Soul Vigor(Su) You must have the Soul Shield secret. You may sacrifice a soul to stave away death as an immediate action. You or a designated ally gain the benefit of the Die Hard feat and you may still live even under -10 equal to the HD of the soul sacrificed. This ability lasts three rounds, multiple uses do not stack.</p><p> </p><p>Reaping Harvest(Su) You must have the Improved Harvest Soul and Font of Necrocarnum secrets to gain use of this. Instead of waiting for a creature to die you may reap their soul in a weakened or dying state. As such you have permanent <em>Deathwatch</em>. As an immediate action of the first option of Harvest Soul you may use this now whenever someone is reduced to 0 hit points or rolls death from massive damage. The victim must make a fortitude save, you can only use this once on an opponent on massive damage. You may try again when they are at 0 or below hit points. If they succeed they continue to live if not they die instantly and can only be raised by a necrocarnum circlet, true resurrection, or miracle.</p><p> </p><p>Forsaken(Su): <em>to be determined</em> </p><p></p><p>Energy Resistance(Ex): Necrocarnum zombies gain a new essentia receptacle. For every point of essentia invested they gain 4 points of energy resistance of your choice. You may change the kind during any swift action to reallocate essentia. </p><p> </p><p>Rift of Necrocarnum(Su): You must have the Font of Necrocarnum and Necrocarnum Expansion secrets to select this ability. As a standard action you may sacrifice a soul to create an area of malevolent darkness within one hundred feet. The area of this ability has a radius of 5 feet per 2 HD of soul sacrificed. When ever a creature enters this field they take 2d8 points of necrocarnum damage. They also must succeed on a reflex save or be trapped within the area. They continue to make a reflex save once per round until they leave the area. The field must encompass a creature to trap it. If they fail they cannot move past the boundaries by any means, this otherwise functions as dimensional lock. You and your undead are not affected by this ability(your undead do not heal from it at L7). This ability last for rounds equal to half of your Necrocarnate level or you may end as a free action.</p></blockquote><p></p>
[QUOTE="emoplato, post: 5932238, member: 97812"] As people who are familiar with this class either you play it broke or you don't play it at all. I upped the necromantic and dark feel to the class so please give a critique. I think it might be overpowered for Incarnum as I was trying to scale its necromancy to the classic casters. [CENTER][CENTER]Necrocarnate[/CENTER] [/CENTER] [CENTER][CENTER][IMG]http://www.enworld.org/forum/[IMG]file:///C:/Users/MOSSFA%7E1/AppData/Local/Temp/msohtmlclip1/02/clip_image002.gif[/IMG] [/CENTER] [/CENTER] Incarnum has many aspects and energies tied to it. Many users focus on alignment striving to be champions of their ideals. Others draw from aspects of nature and history protecting what they may hold most dear. Either way these forms merely borrow energy that is already there completely ignoring the core of Incarnum, souls. Many revile Necrocarnates for focusing in such an art, fearing the implications and backlash of direct manipulation of souls. Necrocarnates view it one way or another as a source of new power. Prerequisites Alignment: Any Evil Feats: Necrocarnum Acolyte Skills: Knowledge(Arcana) 5 ranks, Knowledge(Religion) 10 ranks, Spellcraft 5 ranks Meldshaping: Ability to shape to shape three soulmelds and bind to crown, hands, and feat chakras Class Features Hit die: d6 BAB: poor Fortitude: poor Reflex: poor Will: good Skills: (2+int. mod.) Bluff, Concentration, Craft, Intimidate, Knowledge(Arcana), Knowledge(Planes), Knowledge(Religion), Profession, Spellcraft Special Abilities L1 Harvest Soul(Su): When a Necrocarnate has found a dead body you may employ one of two maneuvers to extract its soul. If a creature has just died and within 100 feet a Necrocarnate may take an immediate action to capture the soul and hold it in a free hand. As a part of the swift action to reallocate essentia, you may convert it to temporary essentia equal to ½ its HD(minimum 1) for one round. If it has died within one hour per necrocarnate level you may take a full round action to store a soul within your body in which she may convert it to essentia or use it for certain necrocarnum secrets. A necrocarnate may store a number souls equal to ½ her class level(minimum 1). Meldshaping(Su): At every level a Necrocarnate’s level stacks with one other meldshaper class for number of levels, soulmelds, binds, and essentia but not class features. Necrocarnum Secret(Su): At level one and every even level after that a Necrocarnate can research new abilities of Necrocarnum. Every time you select a secret you permanently sacrifice one point of essentia from your pool to the abyss of Necrocarnum. Secrets may only be selected once unless they say otherwise. All DC’s are based off of the Necrocarnate. L2 Chakra Binds(arms, shoulders, brow), Necrocarnum Secret L3 Horde of Necrocarnum(Ex): Your Necrocarnum circlet may now reanimate and control as many Necrocarnum zombies as long as the total hit die equals your meldshaper level. As such each zombie has their essentia pool increased by how much is invested in the circlet. Corpse crafter feats may now be applied to your zombies. L4 Midnight Rebuke(Su): You gain the ability to rebuke undead having your effective cleric level equal your Necrocarnate level+2x per point of essentia invested. Any other rebuking levels stack for purposes of strength of undead you may control. You may use this 3+char. mod. times per day. Necrocarnum Secret L5 Manipulator of Souls(Ex): You may instead use your charisma modifier instead of your wisdom modifier on save DC’s on all effects with the necrocarnum descriptor. Also your undead may use their wisdom score instead of constitution to qualify for feats described in the Magic of Incarnum p34. L6 Necrocarnum secret L7 Lord of Necrocarnum(Ex): You may increase the amount of HD of zombies by 50%. Your necrocarnum zombies also heal from Necrocarnum energy. The same restrictions apply as mentioned in Horde Expansion. Chakra binds(throat, waist) L8 Expand Necrocarnum Capacity(Ex): You may invest one more point of essentia in your necrocarnum soulmelds. Necrocarnum Secret L9 Chakra binds(heart) L10 Necrocarnum Apotheosis(Su): You permanently gain the benefit of Necrocarnum Shroud soul bind and are immune to aging. A change in your soul happens. Your soul cannot be contained by any magical or supernatural means, as such you are immune to possession and magic jar like effects. Necrocarnum Secret [CENTER] Secrets Table [/CENTER] Improved Harvest Soul(Su): When you convert a soul to essentia they last for one more round. You may select this ability up to three times. Profane Might(Ex): Your Necrocarnum Zombies gain a new option to invest essentia. They get a profane bonus to attack and damage rolls equal to essentia allocated. Soul shield(Su): Instead of ripping a soul for essentia you may use it to protect yourself or one of allies from harmful effects. If you have successfully saved against an effect but still allows for half damage or lesser effect you may expend a soul you have stored to be unaffected. Alternatively if you failed a save you expend a soul to reroll the result, you must take result of the second roll. This may only be used once per round. Necrocarnum Expansion(Ex): Your zombies may invest one more point of essentia in all of its abilities. This ability may be selected three times. Horde Expansion(Ex): In order to select this you must of the Horde of Necrocarnum ability. The amount of HD of zombies you may animate is increased by 1/3. You cannot have a single Necrocarnum zombie that is 50% more than your meldshaper level round down. You may select this ability up to three times. Necrocarnum Fortification(Ex): You must be a 6 level Necrocarnate and have Necrocarnate expansion secret to select this ability. In order to use this ability you must imbue one point of essentia from your pool per five hit die(round down) into an active zombie. The zombie must be adjacent to you and requires ten minutes to complete. These points of essentia are not added to the zombie’s pool. When completed the hit die are all considered maximized. You may remove the essentia as per the second option of Harvest Soul, as such when they are dead. Font of Necrocarnum(Ex): All save DC’s associated with necrocarnum and this class are increased by 1. Also any effect that deals pure necrocarnum energy deals an additional 1d8 of damage. You may select this ability up to three times. Payment of the Void(Ex): You no longer suffer damage due to resurrecting zombies from your circlet. Resurrect ability(Su): You must have the Manipulator of Souls feature and Necrocarnum Insight secret in order to take this. You may imbue essentia in a zombie for them to regain the use of a single extraordinary or supernatural ability. The process is similar to Necrocarnum fortification except you pay one per ability. You may select this ability three times, each time allows the zombies to regain another one, however they may only have one per ten hit die they possess, round normally. Necrocarnum Insight(Ex): You must have the Horde of Necrocarnum feature. Your Necrocarnum zombies gain one skill point per hit die and may treat two cross class skills as class skills. You may select this ability up to three times. Soul curse(Su): You must have the Manipulator of Souls feature and Font of Necrocarnum secret to select this. You may sacrifice a soul in order to bestow a debilitating effect within 60 feet. As a standard action you may sacrifice a stored soul to give -1 penalty to attack, saves, skills, ability checks, and AC per 5 HD of soul sacrificed(maximum -5). A successful will save (10+1/2+cha. mod) negates. This ability lasts for rounds equal to your Necrocarnate level, multiple uses do not stack. Soul Vigor(Su) You must have the Soul Shield secret. You may sacrifice a soul to stave away death as an immediate action. You or a designated ally gain the benefit of the Die Hard feat and you may still live even under -10 equal to the HD of the soul sacrificed. This ability lasts three rounds, multiple uses do not stack. Reaping Harvest(Su) You must have the Improved Harvest Soul and Font of Necrocarnum secrets to gain use of this. Instead of waiting for a creature to die you may reap their soul in a weakened or dying state. As such you have permanent [I]Deathwatch[/I]. As an immediate action of the first option of Harvest Soul you may use this now whenever someone is reduced to 0 hit points or rolls death from massive damage. The victim must make a fortitude save, you can only use this once on an opponent on massive damage. You may try again when they are at 0 or below hit points. If they succeed they continue to live if not they die instantly and can only be raised by a necrocarnum circlet, true resurrection, or miracle. Forsaken(Su): [I]to be determined[/I] Energy Resistance(Ex): Necrocarnum zombies gain a new essentia receptacle. For every point of essentia invested they gain 4 points of energy resistance of your choice. You may change the kind during any swift action to reallocate essentia. Rift of Necrocarnum(Su): You must have the Font of Necrocarnum and Necrocarnum Expansion secrets to select this ability. As a standard action you may sacrifice a soul to create an area of malevolent darkness within one hundred feet. The area of this ability has a radius of 5 feet per 2 HD of soul sacrificed. When ever a creature enters this field they take 2d8 points of necrocarnum damage. They also must succeed on a reflex save or be trapped within the area. They continue to make a reflex save once per round until they leave the area. The field must encompass a creature to trap it. If they fail they cannot move past the boundaries by any means, this otherwise functions as dimensional lock. You and your undead are not affected by this ability(your undead do not heal from it at L7). This ability last for rounds equal to half of your Necrocarnate level or you may end as a free action. [/QUOTE]
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