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True Necromancer Reduxe (Not what you expect.)
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<blockquote data-quote="Celebrim" data-source="post: 5354084" data-attributes="member: 4937"><p>It's alright. </p><p></p><p>To me it feels like a specialist wizard (necromancy) with a d8 HD, one extra spell per level, and a few other extra minor abilities. Personally, if I must introduce this class to the game, I'd at the least lose the 4th, 8th, 12th, and 16th level bonus feats and go down to d4 HD, as otherwise I can't see how this loses anything compared to a wizard besides gaining a lot.</p><p></p><p>I'm always skeptical of limited spell lists like that, especially if you mean that to be a balancing feature. Spell lists have a tendency not to stay so limited once you start adding to the core material, and presumably there are many necromantic spells out there that are reasonable for a necromancer but not on your list.</p><p></p><p>To be fully honest though, if a player came to me with this class, I think I'd turn your essential ideas of the class into a list arcane feats and tell you to play a specialist wizard and take the feats you wanted.</p><p></p><p>To that end:</p><p></p><p>1) Rebuke Undead as a Cleric: Worth a feat, with appropriate prequisites, especially if it allows you to rebuke at something less than the full cleric progression.</p><p>2) Sacrificial Lamb: Unbalanced as written. The general idea of 'take less negative penalties' is worth a feat, but as written its like a Wish spell that lets you get more Wishes. Besides which, its bad practice to break the general rule that unwilling subjects always get a saving throw - even if you are doing it with that nebulous term 'ally'. </p><p>3) Necromantic Infusion: Unbalanced as written. See the spell Shield, etc. wizard to obtain the equivalent effect. A hardened body sort of feat that gave you inherent natural armor might be ok, but not one that was this good either in terms of the scale or in giving you that all stackable dodge bonus. This one ability alone is eventually worth like +12 to AC. That's way better than any spell or feat and indeed most magic armor with far fewer drawbacks.</p><p>4) Side effect: Bundle this into the feat that let's you rebuke undead as an arcane caster.</p><p>5) Legions of Undeath: Worth a feat.</p><p>6) Zone of Desecration: Worth a feat</p><p>7) Major Zone of Desecration: Make the feat you made for 'zone of descration' scale, or else make an 'Improved Zone of Descration'. I'd favor the former, because the effect is narrow and circumstantial.</p><p>8) True Immortality: Worth an epic feat (or at least, quasi-epic, first attainable at 20th level).</p><p>9) Domain Spells like a Cleric: See Spell Mastery, wizard.</p><p>10) Cleric Domain Powers: Worth a feat each, with appropriate requisites, especially if they don't scale with full character/class level.</p><p></p><p>Essentially, to my mind, this is a a Wizard with a particular way of chosing his 11 or 12 feats.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5354084, member: 4937"] It's alright. To me it feels like a specialist wizard (necromancy) with a d8 HD, one extra spell per level, and a few other extra minor abilities. Personally, if I must introduce this class to the game, I'd at the least lose the 4th, 8th, 12th, and 16th level bonus feats and go down to d4 HD, as otherwise I can't see how this loses anything compared to a wizard besides gaining a lot. I'm always skeptical of limited spell lists like that, especially if you mean that to be a balancing feature. Spell lists have a tendency not to stay so limited once you start adding to the core material, and presumably there are many necromantic spells out there that are reasonable for a necromancer but not on your list. To be fully honest though, if a player came to me with this class, I think I'd turn your essential ideas of the class into a list arcane feats and tell you to play a specialist wizard and take the feats you wanted. To that end: 1) Rebuke Undead as a Cleric: Worth a feat, with appropriate prequisites, especially if it allows you to rebuke at something less than the full cleric progression. 2) Sacrificial Lamb: Unbalanced as written. The general idea of 'take less negative penalties' is worth a feat, but as written its like a Wish spell that lets you get more Wishes. Besides which, its bad practice to break the general rule that unwilling subjects always get a saving throw - even if you are doing it with that nebulous term 'ally'. 3) Necromantic Infusion: Unbalanced as written. See the spell Shield, etc. wizard to obtain the equivalent effect. A hardened body sort of feat that gave you inherent natural armor might be ok, but not one that was this good either in terms of the scale or in giving you that all stackable dodge bonus. This one ability alone is eventually worth like +12 to AC. That's way better than any spell or feat and indeed most magic armor with far fewer drawbacks. 4) Side effect: Bundle this into the feat that let's you rebuke undead as an arcane caster. 5) Legions of Undeath: Worth a feat. 6) Zone of Desecration: Worth a feat 7) Major Zone of Desecration: Make the feat you made for 'zone of descration' scale, or else make an 'Improved Zone of Descration'. I'd favor the former, because the effect is narrow and circumstantial. 8) True Immortality: Worth an epic feat (or at least, quasi-epic, first attainable at 20th level). 9) Domain Spells like a Cleric: See Spell Mastery, wizard. 10) Cleric Domain Powers: Worth a feat each, with appropriate requisites, especially if they don't scale with full character/class level. Essentially, to my mind, this is a a Wizard with a particular way of chosing his 11 or 12 feats. [/QUOTE]
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