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Necrocarnate Fix
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<blockquote data-quote="emoplato" data-source="post: 5940708" data-attributes="member: 97812"><p>Ack, the forum ruined my edit well I guess I'll try to start where I left off.</p><p></p><p>Manipulator of Souls, you are correct in that I intended for this to be a Incarnate entry. Totemists had the Totem Rager while the others allowed both. It also really doesn't make much sense to either as it is more of back drop character. Incarnates base wise don't really have many save effects worth having so wisdom should only be average. As a result for flavor and stave MAD I gave charisma. The other sentence was to try to distinguish it as a different force to where its effects wouldn't be consider like other necromantic effects bypassing immunities from those sources. I think though it could be left out and change some other things to achieve balance. It is also a stepping stone feature for secrets as you noticed many have prerequisites to keep away power dipping.</p><p></p><p>Font and Flood of Necrocarnum, the first as you saw was intended to be another stepping stone. I did forget the bonus from the feat so I do think the DC can be shaved down to 1. The Necrocarnum touch optimization doesn't really bother me as base wise it isn't much. If you optimize it, that requires another feat(expand soulmeld capacity 1), an expensive glove(1), 5 secrets(3 fonts, rend soul, and imp. soul harvest), and it as an arm bind for a ranged touch attack 30 feet. It would do 13d8 damage only to living beings, that provokes, allows spell-resistance, and a fort. save. It is handy, but still a bit underwhelming at L16. As for the flood I'm going to replace with a control-type ability and leave blasting to the touch.</p><p></p><p>Soul Curse, hmm forget about the Hexblade when making this. I'll change it to what you said, will save.</p><p></p><p>Reaping Harvest, 1. Ah the base spell was bigger than I thought I'll take that. 2. Well, I do understand that but it is also ripping someone's soul out, but no other effect does that so okay a fort. it is.</p><p>3. Well I don't want it to be a standard save or die. It sort of renders the Deathwatch ability mute. It also seems a bit overpowered for at will. I know it is strange to say but this ability is an extention of the first option of the Harvest soul ability so having a command save or die at any condition of the opponent. Also seeing it steals the precious swift action of meldshapers to reallocate things doing it once a round on certain times seems pretty good to me. Instead maybe one can only use it once on an opponent from massive damage and can only do it again when they hit 0? However please give a different idea.</p><p></p><p>Zombie essentia abilities, I'll take the advice on the energy resistance so they change the type once a round. As I said before for some reason they put more lag on increasing base essentia capacity on them so a possible +8 attack and damage(30 HD zombie) as well a bit of speed or defense seems pretty reasonable for taking up 2/3 your secrets. I know there can be more zombies but they wouldn't be nearly as skilled or hardy.</p><p></p><p>Please post back If I am missing something and/or you have more suggestions.</p></blockquote><p></p>
[QUOTE="emoplato, post: 5940708, member: 97812"] Ack, the forum ruined my edit well I guess I'll try to start where I left off. Manipulator of Souls, you are correct in that I intended for this to be a Incarnate entry. Totemists had the Totem Rager while the others allowed both. It also really doesn't make much sense to either as it is more of back drop character. Incarnates base wise don't really have many save effects worth having so wisdom should only be average. As a result for flavor and stave MAD I gave charisma. The other sentence was to try to distinguish it as a different force to where its effects wouldn't be consider like other necromantic effects bypassing immunities from those sources. I think though it could be left out and change some other things to achieve balance. It is also a stepping stone feature for secrets as you noticed many have prerequisites to keep away power dipping. Font and Flood of Necrocarnum, the first as you saw was intended to be another stepping stone. I did forget the bonus from the feat so I do think the DC can be shaved down to 1. The Necrocarnum touch optimization doesn't really bother me as base wise it isn't much. If you optimize it, that requires another feat(expand soulmeld capacity 1), an expensive glove(1), 5 secrets(3 fonts, rend soul, and imp. soul harvest), and it as an arm bind for a ranged touch attack 30 feet. It would do 13d8 damage only to living beings, that provokes, allows spell-resistance, and a fort. save. It is handy, but still a bit underwhelming at L16. As for the flood I'm going to replace with a control-type ability and leave blasting to the touch. Soul Curse, hmm forget about the Hexblade when making this. I'll change it to what you said, will save. Reaping Harvest, 1. Ah the base spell was bigger than I thought I'll take that. 2. Well, I do understand that but it is also ripping someone's soul out, but no other effect does that so okay a fort. it is. 3. Well I don't want it to be a standard save or die. It sort of renders the Deathwatch ability mute. It also seems a bit overpowered for at will. I know it is strange to say but this ability is an extention of the first option of the Harvest soul ability so having a command save or die at any condition of the opponent. Also seeing it steals the precious swift action of meldshapers to reallocate things doing it once a round on certain times seems pretty good to me. Instead maybe one can only use it once on an opponent from massive damage and can only do it again when they hit 0? However please give a different idea. Zombie essentia abilities, I'll take the advice on the energy resistance so they change the type once a round. As I said before for some reason they put more lag on increasing base essentia capacity on them so a possible +8 attack and damage(30 HD zombie) as well a bit of speed or defense seems pretty reasonable for taking up 2/3 your secrets. I know there can be more zombies but they wouldn't be nearly as skilled or hardy. Please post back If I am missing something and/or you have more suggestions. [/QUOTE]
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