Necromancer's Legacy 2: Q&A

I actually forgot to mention something. I have two questions for those of you that read this little thread of mine :)

1: Have any of you out there got Necromancers Legacy and what did you think of it? Anything in special you would expect from a follow-up?

2: Have any of you out there got any clever ideas for Weapon Abilities that would tie in nicely with Evil / Necromancy?
 

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Well, as I've stated, no necromancer's legacy.

As for weapon abilities for Evil and Necromancy and such, how about one that does extra damage to living creatures. Maybe a weapon type specifically made to hurt incorporeal undead? (Could see that one being called an Excorcist <insert weapon here>) A ghoul like blade, includes the paralysis and the reanimation as a ghoul thing.

I'm tapped beyond those.
 

A weapon that does extra damage to living creatures would be "almost" as good as a weapon that does it to all creatures. I think it might border on the Unholy ability, that does increased damage to good creatures (which seldomly include undead), though im not sure.

The ability to hurt incorperal undead is called "Ghost Touch" in the Dungeon Masters Guide If im not wrong :)

I like the concept of animating the slain enemies. I had already been pondering about it, a weapon that animated a slain enemy as a zombie 1d6 rounds after he had been slain. The Ghoul version of the weapon would be more expensive off course. I was thinking the Zombie version should be +2, the Ghoul version +3. You could then turn the Ghoul Toxin into a separate ability, for a +1 cost perhaps, since its not overly powerful. I prefer to break abilities down, as it allows for greater variation.

How about this, something I dont think people have thought about before....

Life-Slaying: An ability that reduces the weapon market price by -1. Thus, you could make a +2 Longsword with Life-Slaying and it would only cost as if though it was a +1 weapon. It should though be impossible to make a weapon cost less than the price of a +1 weapon. Life-Slaying alters the magical abilities of the weapon so that they only affect living creatures. Thus, you could make a +1 Keen Longsword Lifeslaying. Thus, it would cost as a +1 weapon only, but would be equal to a +1 Keen weapon against living opponents, but only a normal Longsword against undeads and constructs.
 

mmm... i don't think so. it'd be too easy to exploit.

also, i think the "turn slain into zombie/ghoul" should be +3 for zombies and +5 for ghouls. more, if they rise under your command.
 

Good evening Saeph

I think the Life-Slaying ability might have some Munchkin problems, yes. But, the Munchkin that got the clever idea of making his sword Life-Slaying will suddenly have a problem with his +6 Lifeslaying sword when he encounters an undead with damage reduction... or when fighting a golem (which often have damage reduction as well). I dont know if Outsiders will classify as living though....but they almost always have DR as well..... It could really turn into some horrible situations if an average player got a Life-Slaying weapon. It wouldn't matter much for an evil cultist that normally fights living enemies, but it would for players, who often face greater variations of foes. And, its only a +1 equivelant :)

I was thinking that the animating weapon might have a max amount of HD, as the spell. The max amount should be defined by the weapon, not by levels. Perhaps 10 HD for the Zombie version and 15 HD for the Ghoul version. It would take 1d6 rounds for both versions before the undead animated. The undead would have to be under the command of the wielder. I dont think it should have too high a cost, otherwise it will never, ever be chosen. Off course, its not something any good or neutral character would choose. Perhaps +3 / +4, but not much more. After all, that already a pretty big hit / damage bonus youre giving up for some creatures that arent all that combat effective at higher levels...
 

You're right, the Life-Slaying is fine. I guss i was just thinking "doesn't work only against undead".

I would suggest the HD controlled for the "raising" be associated with the +X bonus of the weapon... say, 6 HD controlled per + bonus of the weapon. Rethinking it for the creature strengths, though, maybe the raise properties should be tiered across a wider range... say, Zombies for +2, Ghouls for +3, and Ghasts for +4(+5?)?

someone holding a Scythe of Ghouls +2 should always have 3-4 ghouls surrounding him, and restore one or two mid-combat, so that'd increase the CR of an encounter a notch or two...
 
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I think Life-Slaying would be a nice little touch to evil weapons. Assasins, Blackguards etc.

Hmm, then it should be the total + of the weapon. I dont think that there are any other weapon abilities that increase with the other plusses in the weapon. But, thinking outside the box is important for innovations to be made :)

Would you then have it be the total plus of the weapon (including the plus from the animate ability), the plus to attack / damage or the plus of all of the abilities excluding the animate ability?

Another aspect of weapon creation that just occoured to me. Would weapons that have a fixed price adjustment (like +1000 gp.), but offer a very limited bonus be usable? Like for example, an Imposing weapon that gives its wielder a +2 bonus to Intimidate checks, costing 1000 gp extra to make (it would be way to much if it was equivelant of even +1).
 

Hmmm, I did forget about the ghost touch ability. The Life Slaying ability I would consider for anyone touching it as well. So it would (at least the way I'm thinking) be a weapon used mostly by undead and constructs. (Outsiders I would say take none of the damage.)

The Ghoul Raiser I would say leaves you waiting for the Ghouls to rise, the whole 3 days or so. This is a way for evil adventurers to cause general havoc, kill a band of brigands and create a band of ghoulish brigands. Zombies could be a round later raise.

A weapon type that allows for additional hit die of undead to be controled, +1 HD for each +1?

Maybe weapons that augment undead abilities, like the cold aura of a lich.

One that decelerates rot. Nice for ghouls, intelligent zombies, and any other ones that constantly rot.

(Hey I'm just getting started here. ;)
 



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