The Deathomancer (for LL)

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The Deathomancer (for LL)

Postby drizzit » Sat Oct 06, 2012 5:11 am

Deathomancer
Requirements: None
Prime Requisite: WIS
Hit Dice: 1d6
Maximum Level: none

Chapter 1 ~ “how to properly use a shovel” ~ the Book of the Dead ~

A Deathomancer is a divine spell ~ caster that harbors the ability to raise, animate, create, or summon undead. They are not unlike clerics, but they are more adept in the arts of darkness, suffering, and magic pertaining to life after death. Deathomancer’s can worship any god they choose but mainly worship the god of death to receive their spells if they so wish. Certain gods forsake Deathomancy.

A Deathomancer is a divine spell ~ caster that is able to expel negative energies. Deathomancer's are clerics, but are more adept with spells pertaining to life after death. They use their abilities to raise/summon undead from their fallen enemies Deathomancer are also effective with spells involving disease or poison and affecting opponents with fear, fatigue, exhaustion, pain, negative energy damage, or even gaining mindless supporters.

A Deathomancer 's strengths are in bolstering undead, summoning or raising undead minions and being able to cast a vast repertoire of various dark spells. They are strong spell casters and are quite durable in physical combat.

Abilities: Charisma is important as it grants a Deathomancer additional 'turning undead' and “turning resistance” effects. It also powers the necromancer's spells and other special abilities. A high dexterity can prove nice when going for touch attacks.

Races: Humans are best fit to work as Deathomancer’s, due to their particularly short life spans and nonchalant attitudes toward the dead. Elves lack the stomach, and raw power to unearth materials. Gnomes find that the afterlife just isn't as entertaining as where they are now. Halflings see it to be a waste of time, as many undead weigh a lot and are too bulky to be hauling around everywhere. Many Orc, and half-orc devine spellcaster's dabble in Deathomancy, and half elves don't mind it too much either.

Alignment: Any non-good (too much negative energy for a good aligned character to live with). A Deathomancer is not quintessentially "evil", though most Deathomancers display traits of uncontrolled insanity, earlier on in history, Deathomancer’s were a welcome addition in any village or town. Once upon a time, Deathomancer’s were honored as shepherds of the dead, justified by aiding transition to the other side, as well as being a cornucopia of funerary wrappings, sacred incantations, and other things that help them to put the dead to rest.

Languages: A Deathomancer may learn a language of the undead if they study their desired language for 2-D-4 days and *succeeds a roll above 10 on 1D20* if not repeat until desired result. If a Deathomancer has a Intellect of 17 or higher they may learn their desired language in 1-d-2 days and *succeeds a roll above 10 on 1D20* if not repeat until desired result.
*add your wisdom modifier to this roll*

Starting Gold: 3d6x10 g

Starting age: cleric.

Deathomancer Spell Progression
Spell Level
Level 1 2 3 4 5 6 7
1 1 0 0 0 0 0 0
2 2 0 0 0 0 0 0
3 2 1 0 0 0 0 0
4 3 2 0 0 0 0 0
5 3 2 1 0 0 0 0
6 3 3 2 0 0 0 0
7 4 3 2 1 0 0 0
8 4 3 3 2 0 0 0
9 4 4 3 2 1 0 0
10 5 4 3 3 2 0 0
11 5 4 4 3 2 1 0
12 5 5 4 3 3 2 0
13 6 5 4 4 3 2 0
14 6 5 5 4 3 3 0
15 7 6 5 4 4 3 1
16 7 6 5 5 4 3 2
17 8 7 6 5 4 4 2
18 8 7 6 5 5 4 3
19 9 8 7 6 5 4 3
20 9 8 7 6 5 5 3

Deathomancer Level Progression
Experience Level Hit Dice (1d6)
0 1 1
1,565 2 2
3,125 3 3
6,251 4 4
12,501 5 5
25,001 6 6
50,001 7 7
100,001 8 8
200,001 9 9
300,001 10 +1 hp only*
400,001 11 +2 hp only *
500,001 12 +3 hp only *
600,001 13 +4 hp only *
700,001 14 +5 hp only *
800,001 15 +6 hp only *
900,001 16 +7 hp only *
1,000,001 17 +8 hp only *
1,100,001 18 +9 hp only *
1,200,001 19 +10 hp only *
1,300,001 20 +11 hp only *


Turning Undead Table
Deathomancer Level
Undead HD 1 2 3 4 5 6 7 8 9 10 11 12 13 14+
1 7 5 3 T T D D D D D D D D D
2 9 7 5 3 T T D D D D D D D D
3 11 9 7 5 3 T T D D D D D D D
4 - 11 9 7 5 3 T T D D D D D D
5 - - 11 9 7 5 3 T T D D D D D
6 - - - 11 9 7 5 3 T T D D D D
7 - - - - 11 9 7 5 3 T T D D D
8 - - - - - 11 9 7 5 3 T T D D
9 - - - - - - 11 9 7 5 3 T T D
Infernal* - - - - - - - 11 9 7 5 3 T T

If a Deathomancer has a natural charisma of (15 - 17) they gain +1 every seven level’s to there choice of ether “turn undead” or “turning resistance” specifically not both. If their natural charisma is (18 - or higher) they gain a bonus of +2 every seven level’s to their choice of ether “turn undead” or “turning resistance” specifically not both.

Class Features
All of the following are class features of the Deathomancer.

Weapon and Armor Proficiency: A Deathomancer is able to use all small weapons and Scythe’s. They are able to use all Armors and all Shields. Aside from exotic to the PC, weapons, shields and armors.

Spells: A Deathomancer has to prepare spells as a cleric does.

Perk’s:

Skeletal Ally: At 1st level, a Deathomancer gains the ability to summon a skeleton with a fighter class equal to half your Deathomancer’s level and you can only have 1 at a time. Once summoned A skeletal ally lasts until it is destroyed or dismissed. The Deathomancer must spend 2 turn’s attempting to summon the skeletal ally. Also the skeleton has the ability scores as followed 14 STR, 12 DEX, 0 CON (undead), 10 INT, 8WIS, 7 CHA, and they also gain any bonus a fighter class gains at the Skeletal Ally’s level. If your a good Deathomancer you should summon a new skeletal ally each time and randomly determine his skill’s and abilities as if it mattered every time who know's maybe you’ll get lucky and roll a all 20’s character and then keep it around till it somehow dies.

Animate Dead (Sp): The Deathomancer’s' experience working with undead forms brings the ability to animate the dead easily. The Deathomancer is able to animate the dead as a spell-like ability at will that works the same way as (animate dead) spell but requires no materials.

*Death Aura (passive): At 3rd level, The Deathomancer is continuously surrounded by a 30-feet-radius area of negative energy identical to the *desecration spell. At 9th level, the area of negative energy extends to a radius of 10 feet per Deathomancer class level.
*
*Desecration
[Evil]

Level Deathomancer, 2
Casting time: 1 turn
Range: (30 ft. + 5 ft./2 levels)
Duration: 2 hours/level


This spell imbues an area with negative energy. Each Charisma check made to turn undead within this area takes a –1 penalty, and every undead creature entering a desecrated area gains a +1 bonus on attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per summoned creator level.
If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (–2 penalty on turning checks, +2 bonus and +2 hit points per level for each undead in the area).
Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead.
If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.
Desecrate counters and dispels consecrate.
Material Component: A vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.

Create Undead Allies (Sp): At 6th level, a Deathomancer is able to create undead allies. Created undead are immediately and permanently under your control (roll 1 D 4 + half the Deathomancer’s level to summon / Animate / create Dead. that you can control…). This may be used 2 time's per week and does not require any material components. Create undead Allies with a fighter class equal to half your Deathomancer’s level. They do not gain multiclasses. Once summoned allies lasts until destroyed or dismissed.

Greater Bolstering Undead (Sp): at 7th level, a Deathomancer's undead power in defending his undead is potent enough to cause others to think twice before trying to combat a Deathomancer and his undead army. Whenever a Deathomancer chooses to bolster his undead (or their self while in undead form), they gain +1 attack, +1 armor class, +1 saves, +1 damage and +1 turn resistance. this last's for 6 hours once every two days.

Reaching 9th level: Once attaining 9th level, a Deathomancer may
establish or build a stronghold or create a cult/religious following. Once a
stronghold or cult/religious following is established, the Deathomancer’s dark essence will be felt 50ft around there general/strong hold area and or surrounds a 9th and higher level Deathomancer wherever they travel. The Deathomancer will attract 1st and 2nd level followers of the fighter class or create undead minions if preferred. (numbering 1d4 x 5). They are completely loyal (never checking morale). The Labyrinth Lord chooses which proportions of followers are bowman, infantry, etc. at 15th level a Deathomancer may attract 1st and 2nd level clerics or other Deathomancer’s or create undead minions (numbering 2d4) if preferred must be a special undead or wraith to be able to cast magic ~ user or devine spell's.


Wraith Ally: At 10th level, a Deathomancer gains the ability to summon a powerful Wraith with a magic ~ user’s class equal to half your caster level. They do not gain multiclasses, and you can have only 2 at a time. Once summoned. The Deathomancer must spend 1 hour to summon one wraith. Once summoned Wraith allies lasts until destroyed or dismissed.

Darkvision (Passive): At 11th level a Deathomancer gains the sight of the dead and can see in the dark.

Undead Form: Starting at 4th level, a Deathomancer gains the ability to cloak himself with powerful negative energy to assume the form of the undead. A Deathomancer may enter an undead form once per day that lasts for 1 hour/level of the Deathomancer. While in an undead form, you lose any bonuses from constitution. Your base health changes (from1 D 6 to 1 D 12 re roll every time. :p ). You are now damaged by healing spells, healed by negative energy, and take double damage from fire, light and (good) attacks. You gain all immunities of the undead type.

Vampire Form: Available to a 12th level Deathomancer. You gain a +2 natural armor bonus and physical damage reduction. Vampire form also grants you a +2 turn resistance to goodly aligned clerics (turn undead ability). You also gain + 2 resistance to cold and electrical energy. Vampire form also grants +2 to charisma. A Deathomancer may enter the vampire form once per day that lasts for 1 hour/level of the Deathomancer.

Lich Form: Available to a level 18 Deathomancer. While in lich form, you have a surrounding fear aura. Any creature that is within 30 feet of you (for the first time), if they fail the fortitude save, they are affected by the fear spell. You gain a +2 natural armor bonus and physical damage reduction. Your *energy drain special attack now drains 3d4 negative energy damage and 1d4 constitution damage. Lich form grants +4 turn resistance. You are immune to cold and electrical energy. Lich form grants +2 to charisma and +2 to your Deathomancy spells and ability. A Deathomancer may enter the Lich form once per week.

*Energy Drain, Negative Levels, and Experience Loss
Energy Drain (passive)
This attack saps a living opponent’s vital energy and happens automatically when a melee or ranged attack hits and a fortitude check is failed. Each successful energy drain bestows Experience Loss (10 XP + caster’s level). If an attack that includes an energy drain scores a critical hit, it drains twice the given amount. Unless otherwise specified… Draining creature’s life force is absorbed by the Lich 5 hit points (10 on a critical hit) for each successesful energy drain it bestows on an opponent. .
Level Loss
A character who loses a level instantly loses one Hit Die. The character’s base bonuses and abilities are now reduced to the new, lower level. Likewise, the character loses any ability score gain, skill ranks. If a familiar or companion creature has abilities tied to a character who has lost a level, the creature’s abilities are adjusted to fit the character’s new level.

Master of Death: At 20th level, a Deathomancer has truly learned the arts of death, thus gaining +1 charisma and +1 dmg to spells.

Phylactery: At 20th level a Deathomancer can trap part of his soul into a Phylactery.

Ex-Deathomancer’s
A Deathomancer that doesn't believe in Deathomancy loses all special abilities, perk's and any spells special to Deathomancy’s negative energy spells, perk's and effects.


Yea I ripped stuff off!
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this class will work vary well with my lich template. if allowed by DM to multi class like 3.5


(Lich) Prestige/Template-like class A lich is an undead spellcaster who has used its magical powers to unnaturally extend its life. Liches are scheming, and to some, insane. They hunger forever for greater power, long-forgotten knowledge, and the most terrible of arcane/devine secrets. Because the shadow of death does not hang over them, they often conceive plans taking years, decades, or even centuries to come to fruition. A lich is a gaunt and skeletal humanoid with withered flesh stretched tight across horribly visible bones. Its eyes have long ago been lost to decay, but bright pinpoints of crimson (or other color’s) light burn on in the empty sockets. Liches speak Common plus any other languages they knew in life. A lich must create a phylactery. An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich reappears 1d10 days after its apparent death. A lich retains all the base creature’s ability’s, level’s, statistics, special abilities, possessions (aside from those needed in the ritual) and knowledge. The creature’s type changes to undead. Do not recalculate base abilities, saves, or skill points. Size is unchanged.

Lich’s are immortal

Prime requisite: INT,WIS

Requirements: 18 INT, 16 WIS and the ability to cast level 7 spells.

Maximum level : 4

Modifier: +2 INT, +2 WIS, +2 Cha

HD - 1-D-12

Ability’s: min/max - Str 3/18, Dex 3/18, Con 0/0, (undead lose Con) Int 15/20, Wis 15/20, Cha 6/20

Saving through’s: breath attack : +0 - poison or death : immune – paralyze or petrify : immune –wands : +2 – spells or spell like devices + 3 - retain your race’s/class’s saving throughs and keep using those tables as you level (wich will only be 4 more times as a lich ) unless your saves reach or already are max.

lich's receive - + 4 resistance to turning undead.

Dark vision : 60ft

Liches resurrect themselves in 1d10 days if their phylactery is intact.

Immunities : Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), mind-affecting attacks. Poisons, paralysis, stunning, disease, magical sleep spells and death effects

At first level, the lich gains a +1 natural bonus points to AC. This bonus increases by an additional +1 each level, to a maximum of +4 to natural AC at fourth level. Skill Bonuses: the lich receives the following thief abilities at first level. The thief skills themselves are also first level. Or equal to players thief level – Hide in shadows, hear noise and move silent. Gain 2% each level to a max of 8%.

Lich’s suffer no affect’s from fortitude unless it also works on objects or is harmless.

Lich’s are not subject to extra damage from critical hit’s, none lethal damage, ability drain, energy drain, fatigue or death from massive damage. A lich can not be raised and resurrection only works if the lich is willing.

Charnel Touch: At 2nd level, the lich gains a natural touch attack that may be made once per round. To use it, the lich makes a melee touch attack. The attack uses negative energy to deal 1d8+5 damage to the living. A save of (1/2 the lich's over all level + lich's Cha modifier. (Combine lich’s level + all level’s gained before lichdom, all class’s/race levels are added if this is not yet clear )) halves the damage. A lich with natural weapons may choose to use its natural weapons instead, and then may choose to deal 1d8+5 points of extra damage on one of the natural weapon attacks.

Fear Aura: By 3rd level, the lich becomes shrouded in a dreadful aura of death and evil. Creatures of less than 1-D-8 HD in a 60-foot radius that look at the lich must succeed on a save (Combine lich’s level + all level’s gained before lichdom, all class’s/race levels are added halve it, then succeed that roll on a d20 (assuming there not a crazy lvl 30+ god like lich then just make somthing up >.> %-tiles are the way i go) round down all variables ) or be affected as though by a fear spell from a magic ~ user of the lich's caster level. A creature that successfully saves cannot be affected again by the same lich's aura for 24 hours

Paralyzing Touch: At fourth level, any living creature a lich hits with its touch attack must succeed a save or permanently become paralyzed. Remove paralysis or any thing that can remove a curse can free the victim.. Anyone paralyzed by a lich seems dead, though a D 20 check or a D 15 Healers check reveals that the victim is still alive.

Table: The LichHit Die: d12 Level/XP --AC bonus-- [Special ]

1st / 5,001 +0 [Undead, Immunities, +1 damage/enhancement to one single specific spell or ability] 2nd / 10,001 +1 [Charnel Touch, +1damage/enhancement to one single specific spell or ability.] 3rd / 40,001 +1=(2) [Fear Aura, Turn Resistance, +1 damage/enhancement to one single specific spell or ability.] 4th / 80,001 +1=(3) [Paralyzing Touch, +2 damage/enhancement to one single specific spell or ability.] All ability’s including str,dex,int,wis,cha -- undead have no Con --

this ritual can go wrong To become a lich you need the Herbs of Unlife, the Distilled Water of the Undead, the Torch of Burning Souls, your phylactery, the Heart of Darkness, and a place to do it cursed by bloodshed. · The Herbs of Unlife are grown in the coffin/body of a royal/important person slain by your hand. They grow in 4d10 days and may be plucked and preserved. When growing they must not touch light. · The Distilled Water of Unlife is water gained from a source in which a corpse has been rotting in it for 7 days. This is the corpse of a young innocent half your age or less, and at the end of the 7 days it must be animated under Desecration or *Unhallow. The fate of the undead after that is irrelevant, just gather the water and mix with the Herbs and blood over the burning souls. · The Torch of Souls is powered by burning and eventually, cracking a soul shard with the soul of a Good individual inside. With the flames now burning blue, you use this to heat the mixture of water, herbs and blood of the innocents to make the Elixir Don't forget the heart. The death of the corpse must be from having the heart removed while living. The potion brews in 6 hours. · The Heart of Darkness must come from a drowned body. No light from the sun must shine when removed and or removing, The heart must be stored fresh inside a magic container until the time of the ritual. A magic box of Gentle Repose will work. The Heart is added to the potion at the ceremony. It must be done on cursed land. With *Unhallow cast upon it, it must have been the site of some massacre, and even better if it was your doing. With a cupful of fresh human blood from any victim of good alignment, add to the potion and drink. If the murders were of your doing the good alignment is not required, anyone will do. At the next full moon, imbibe the potion. The drinker's life-force drains into the enchanted phylactery. The transformation begins. ------------------------------------------------------------------------------------------------------------

* Unhallow [Evil]

Level: Clr 5, Drd 5 or Deathomancer, 5 Casting time: 24 hours Range: Touch Area: 40-ft. radius emanating from the touched point Duration: Instantaneous

Unhallow makes a particular site, building, or structure an unholy site. This has three major effects. First, the site or structure is guarded by a magic circle against good effects. Second, all turning checks made to turn undead take a –4 penalty, and turning checks to rebuke undead also take a -4 penalty. Spell resistance does not apply to this effect. There is a seperat way to cast Unhollow only known to certain druids, Finally, you may choose to fix a single spell effect to the unhallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of its normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting unhallow again. Spell effects that may be tied to an unhallowed site include aid, bless, fear, darkness, daylight, death ward, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, invisibility, remove fear, silence, tongues, and zone of truth. Saving throws and spell resistance might apply to these spells’ effects. Saving throws and spell resistance might apply to these spells’ effects. An area can receive only one unhallow spell (and its associated spell effect) at a time. Unhallow counters but does not dispel hallow. Material Component: Herbs, oils, and incense worth at least 1,000 gp and a soul shard containing a goodly soul.

Details- you must arrange all incense within a 20ft area to resemble symbols of fear, deceit and hate. You will need the incenses dragons blood for hate, nog-champa for fear and sandle-wood for deceit. Then arrange your herbs in the middle of your signs mixed and placed on a silver plate with a small flame of some sort underneath to heat the plate as to slowly burn the herbs filling your area thick with smoke. You will need to mix yarrow, spiderwort, Amanita muscaria, worms wort and skunks tail weed. You will need the oil of a black dragon egg. As the incense and herbs burn cast the spell as you pour the oil into the herbs, the herbs should then burn a dark purple light at this point take your soul shard and heat it over this flame until it cracks open. Once the spirit is free of the shard and consumed by the flame the spell has been completed the incense and flame will burn on for one year unchanged if you so choose.
Last edited by drizzit on Sun Oct 14, 2012 4:27 pm, edited 23 times in total.
"I now view my long road as a search for truth in my own heart, in the world around me,
and in the bigger questions of purpose and of existence. How does one define good and evil." - Drizzt Do'Urden (full name Drizzt Daermon N'a'shezbaernon)
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Re: The Deathomancer

Postby Agrippa » Sat Oct 06, 2012 6:56 am

I don't quite like the name of this class, it just feels off. Prophet of midnight, mystic of resplendent darkness or child of silence all sound better to me. I'll make a few more suggstions in the morning.
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Re: The Deathomancer

Postby drizzit » Sat Oct 06, 2012 2:24 pm

Necro may refer to: necro-, the Greek prefix meaning death = im ripping off the necromancer so i just made Deathomancer for ripping off without losing any meaning at all. this is old school i thought it was supposed to be alittle funny :P the Deathomancer is more socially acceptable then *nigro-mancer ( see *[http://en.wikipedia.org/wiki/Necromancy]* before blowing up on me im not raciest this was a real term (nigro = black as in black magic)) but id just like a name that has the necromancer aspect and sounds like necromancy, deathomancy (just the mancey part in the name is what im looking for) just sounded best to me i want people to know what there looking at before they skim past something that seems uninteresting do to lack of in depth understanding. when i read, say or see deathomancer i can relate it easily for what it means. it's also a good name because you can diversify as a Deathomancer you can still help the dead pass to the next world in a good sense, be a undead summoner or or focus on all negative energy aspect's without having a strict sounding label on your head.
"I now view my long road as a search for truth in my own heart, in the world around me,
and in the bigger questions of purpose and of existence. How does one define good and evil." - Drizzt Do'Urden (full name Drizzt Daermon N'a'shezbaernon)
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Re: The Deathomancer

Postby Blood axe » Sat Oct 06, 2012 2:56 pm

Some neat ideas. The +4 to all undead at level 7 is overpowered though. No class or spell gets anything even close.
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Re: The Deathomancer

Postby drizzit » Sat Oct 06, 2012 3:06 pm

how's +2 ? i stole most this from the 3.5 wiki class thought +4 was op but ya know... :D
"I now view my long road as a search for truth in my own heart, in the world around me,
and in the bigger questions of purpose and of existence. How does one define good and evil." - Drizzt Do'Urden (full name Drizzt Daermon N'a'shezbaernon)
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Re: The Deathomancer

Postby drizzit » Sat Oct 06, 2012 3:09 pm

all Progression and turning tables are the same as a cleric(this class is a cleric just darker). i didn't want to move all that stuff around after i posted it looked all nice on Microsoft word but not so much after pasted :(
"I now view my long road as a search for truth in my own heart, in the world around me,
and in the bigger questions of purpose and of existence. How does one define good and evil." - Drizzt Do'Urden (full name Drizzt Daermon N'a'shezbaernon)
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Re: The Deathomancer

Postby Blood axe » Sat Oct 06, 2012 4:17 pm

drizzit wrote:how's +2 ? i stole most this from the 3.5 wiki class thought +4 was op but ya know... :D



Even +1 is powerful, its better than a permanent Bless spell. Better than a Paladins Protection vs. Evil aura.
To defend: This is the Pact.
But when life loses its value,
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Re: The Deathomancer (for LL)

Postby drizzit » Sat Oct 06, 2012 4:23 pm

:) re re nurf still open to all other comments on this and all issues that have not yet been pointed out. im going with +1 because its simpler then 1 half or something else made up on the spot at the moment.
Last edited by drizzit on Sat Oct 06, 2012 5:43 pm, edited 1 time in total.
"I now view my long road as a search for truth in my own heart, in the world around me,
and in the bigger questions of purpose and of existence. How does one define good and evil." - Drizzt Do'Urden (full name Drizzt Daermon N'a'shezbaernon)
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Re: The Deathomancer (for LL)

Postby Blood axe » Sat Oct 06, 2012 4:58 pm

drizzit wrote:kk :) re re nurf open to all other comments on this and all issues im going with +1 cuz its simple...


Its your project, you can do what you like of course. Im just giving my opinions. This reminds me a bit of the old NPC class, the Deathmaster, a worshipper of Orcus.
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
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Re: The Deathomancer (for LL)

Postby drizzit » Sat Oct 06, 2012 5:39 pm

i mean no offense :) thank you for helping me and you've not been wrong in your pointers im just saying all help is appreciated and who ever would like to debate can do so without prejudice :) but i agree on the OP i nerfed a few other things as well. thank you blood axe i do appreciate your help and value your word's as i see alot of your comments around here :) did not mean to sound like a ass or a prick sorry im a bad typer :(
Last edited by drizzit on Fri Oct 12, 2012 2:12 pm, edited 2 times in total.
"I now view my long road as a search for truth in my own heart, in the world around me,
and in the bigger questions of purpose and of existence. How does one define good and evil." - Drizzt Do'Urden (full name Drizzt Daermon N'a'shezbaernon)
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