Necromancer"For every enemy that falls, another ally joins my ranks."<b>Build Options: </b> Thrallmaster Necromancer, Dread Necromancer<br/><b>Class Features: </b> Danse Macarbe, Deathknell, Necromantic Training, Necromantic Method<br/><br/>Necromancers channel dark power from the Shadowfell, giving them control over death, and undeath. Their world is one of decay and entropy, everything falls apart eventually, and they may fear it as much as they embrace it, and prey upon the fear of others. While the knowledge you wield may be ominous you need not be evil, some would argue that power is evil only by evil intent and action, not by where it comes from. Unforturnately, some necromancers are truly evil, embracing undeath and killing merely for the power it brings them, it is up to you wether you shall wield your powers for good or ill.<br/><br/><img src="http://www.dbgames.0nyx.com/necromancer.png"<br/><br/><br/><h3>CREATING A NECROMANCER</h3>Your choice of ability scores, class features, and powers suggests one of two builds based on using minions to impede your foes, or your own direct attacks. All necromancers use Intelligence for their attacks. Constitution increases the effect of attacks that utilize your minions, and Charisma is best for powers that debilitate your foes.<br/><br/><h4>Thrallmaster Necromancer</h4>You hold sway over undead minions, using them as fodder to protect your weak body from direct assault. You are adept at vampiric attacks to strengthen your thralls directing your will through them. You know there is no place for you in typical society and have abandoned hope that your dark powers will not be recognized for what they are; it is pointless trying to hide a walking corpse, for it is plain for all to see. You use Intelligence for your attack powers, so make it your highest score, followed by Charisma to improve your minions and powers that make use of them. Constitution is a good third score. Look for powers that you put your minions to work, and keep them alive, or rather, undead.<br/><br/>&nbsp; &nbsp; <b>Suggested Class Feature: </b>Thrall Master<br/>&nbsp; &nbsp; <b>Suggested Feat: </b> -<br/>&nbsp; &nbsp; <b>Suggested Skills: </b>Religion, Endurance, Intimidate, History<br/>&nbsp; &nbsp; <b>Suggested At-Will Powers: </b> -<br/>&nbsp; &nbsp; <b>Suggested Encounter Power: </b> -<br/>&nbsp; &nbsp; <b>Suggested Daily Power: </b> -<br/><br/><br/><h4>Dread Necromancer</h4>You use dark energy and horrifying powers to hinder your foes and flay their minds and bodies. Your powers are not as overt as a walking corpse, and will not see the fearful populace have you as readily killed in typical society. You use Intelligence for your attack powers, so make it your highest score, followed by Constitution to help keep you alive and improve your powers that curse your enemies. Charisma is a good third score. Look for powers that impede and weaken your foes and keep you alive.<br/><br/>&nbsp; &nbsp; <b>Suggested Class Feature: </b>Dread Master<br/>&nbsp; &nbsp; <b>Suggested Feat: </b> -<br/>&nbsp; &nbsp; <b>Suggested Skills: </b>Religion, Bluff, Intimidate, History<br/>&nbsp; &nbsp; <b>Suggested At-Will Powers: </b> -<br/>&nbsp; &nbsp; <b>Suggested Encounter Power: </b> -<br/>&nbsp; &nbsp; <b>Suggested Daily Power: </b> -DefenderNoneNoneShadowIntelligenceConstitutionCharismaClothWands10110410ReligionArcana,Bluff,Endurance,Heal,History,Intimidate3Hex of the Cursed MindNecromancer1FeatureYou hex a nearby creature, weakening their resolve until something shakes them from their despair.Minor ActionAt-WillShadowTrueStrength0AC01FalseOne creature in burstThe target is marked by you. The target remains marked until the end of your next turn or until you use this power against another target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. If your marked target makes an attack that doesn't include you as a target, it takes a -2 penalty to attack rolls and is weakened until after the attack is resolved.CloseBurst10No sustainFalseStrength0AC01FalseTrueFalseStrength0AC01FalseTrueHex of the Carrion FeastNecromancer1FeatureYou hex a nearby creature, drawing the undead to take their life, and claim the body for your army.Minor ActionAt-WillShadowTrueStrength0AC01FalseOne creature in burstThe target is marked by a creature you control. The target remains marked until you use this power against another target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. If the marked target makes an attack that doesn't include the creature that marked it, it takes a -2 penalty to attack rolls. If that attack hits and the marked target is within reach of the creature that marked it, it may make a melee basic attack against it.CloseBurst10No sustainFalseStrength0AC01FalseTrueFalseStrength0AC01FalseTrueDeathknellNecromancer1FeatureLike a carrion bird, you feed off the death of your foes around youImmediate ReactionA creature marked by your Hex is reduced to 0 or fewer hit pointsEncounterShadowHealingTrueStrength0AC01FalseYou may use your second wind, even if you have already used it this encounter. Using this power doesn't count as expending the use of your second wind, allowing you to use it again this encounter if you haven't already.Thrall MasterInstead, you may spend a healing surge but regain no hit points. A summoned creature you control regains hit points as if it had spent a healing surge and +2 to its defenses until the end of your next turn.Personal1No sustainFalseStrength0AC01FalseTrueFalseStrength0AC01FalseTrueEncroaching FearNecromancer1AttackTerror grips your enemy, causing him to instantly recoil.Standard ActionAt-WillShadowFearFalseIntelligence0Will0The target moves 1 square away from you. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks.Thrall MasterThe target flees from your choice of a summoned creature you control instead.1FalseOne creatureRanged51No sustainFalseStrength0AC01FalseTrueFalseStrength0AC01FalseTruePierce the VeilNecromancer1AttackYou pull through the veil between life and death, bringing forth something from the shadowfel.Move ActionAt-WillShadowImplementColdSummoningThe specter is insubstantial, has darkvision, is immune to disease and poison, and has resist 10 necrotic and vulnerable 5 radiant.TrueStrength0AC01FalseOne unoccupied squareYou summon a medium undead specter minion in to the target square until the end of your next turn. The specter has a fly speed of 6(hover) and has phasing. <b>Standard Action:</b> Melee 1; targets one creature; Intelligence vs. Fortitude; 1d6 + Intelligence modifer cold damage. <b>Opportunity Action:</b> Melee 1; targets one creature; Intelligence vs. Fortitude; 1d6 + Intelligence modifer cold damage.Thrall MasterThe spectre is not a minion, and has hit points equal to your bloodied value, as normal.Ranged51No sustainFalseStrength0AC01FalseTrueFalseStrength0AC01FalseTrueLife TapNecromancer1AttackYou drain the vitality of your victim to give new unlife.Standard ActionAt-WillShadowImplementFalseIntelligence0Fortitude01d6 + Intelligence modifier damage and you gain temporary hit points equal to your Constitution modifier.Level 21: Increase damage to 2d6 + Intelligence modifier at 21st level.Thrall MasterThis power has a range of Ranged 5 instead of its normal range. You may choose not to gain temporary hit points, and a summoned creature you control gains temporary hit points instead.1FalseOne creatureMeleeTouch1No sustainFalseStrength0AC01FalseTrueFalseStrength0AC01FalseTrueGrasping ClawsNecromancer1AttackYour enemy cries out in pain as cold, cruel claws of bone rip in to them.Standard ActionAt-WillShadowImplementColdTrueIntelligence0Reflex0Thrall MasterThis power has a range of Ranged 10 and a target of one creature adjacent to a summoned creature you control, instead of its normal range and target.1FalseOne summoned creature you controlYou command the summoned creature to attack an enemy adjacent to them.<b>Attack: </b>Intelligence vs. Reflex<b> Hit: </b>1d6 damage + Intelligence modifier cold damage and the target is slowed until the end of your next turn.Dread MasterThis power has no effect, a range of Melee weapon and a target of one adjacent creature, instead of its normal effect, range and target. Ranged101No sustainFalseStrength0AC01FalseTrueFalseStrength0AC01FalseTrueAura of PestilenceNecromancer1AttackFlies and other insects begin to swarm in a cloud of sickly mist that forms around you.Standard ActionEncounterShadowPoisonConjurationFalseIntelligence0Fortitude0Constitution modifier poison damage and until the end of your next turn the target takes a -1 penalty to attack rolls while adjacent to you.1FalseEach creature in burstCloseBurst1Sustain MoveWhen you sustain the power, repeat the attack.FalseStrength0AC01FalseTrueFalseStrength0AC01FalseTrueCorpse ExplosionNecromancer1AttackAs your enemy dies their corpse suddenly bloats and explodes, showering those nearby in gore and sharp fragments of bone.Immediate ReactionA creature marked by your hex is reduced to 0 hit pointsEncounterShadowImplementFalseIntelligence0Reflex01d8 + Intelligence modifier damage and the target takes a -1 penalty to attack rolls until the end of your next turn.1FalseEach creature adjacent to triggering enemyRangedSight1No sustainFalseStrength0AC01FalseTrueFalseStrength0AC01FalseTrueAnimate Medium ZombieNecromancer1AttackYou flood a fallen foe's animus with shadow, imbuing it with unlife for a short amount of time.Standard ActionEncounterShadowImplementNecroticSummoningAny critical hit to the zombie reduces it to 0 hit points instantly. The zombie has darkvision, is immune to disease and poison, and has resist 10 necrotic and vulnerable 5 radiant.TrueStrength0AC01FalseOne dead medium creatureYou summon the animated corpse of one of your fallen enemies in an unoccupied square within range. The summoned creature is a medium sized undead, has reach 1 and speed 4. You can give the animated zombie the following commands. If on your turn you do not command the zombie, it uses its instinctive action at the end of your turn.Standard ActionTargets one enemy in reach; Intelligence vs. AC; 1d10 + Intelligence modifier necrotic damage.&nbsp; <b>Instinctive Action: </b> If the zombie is not adjacent to a living creature it moves its speed towards the nearest living creature it can see. Otherwise it uses its standard action attack on the nearest living creature. If multiple creatures are equally the closest to the zombie you may choose which creature it attacks.Ranged101No sustainFalseStrength0AC01FalseTrueFalseStrength0AC01FalseTrueReaper's HarvestNecromancer1AttackStandard ActionDailyShadowWeaponHealing,ReliableFalseIntelligence0AC01[W] + Intelligence modifier damage and you or one ally you can see regain one spent healing surge.1FalseOne or two creatures in burstCloseBurst1No sustainFalseStrength0AC01FalseTrueFalseStrength0AC01FalseTrueParalyzing HorrorNecromancer1AttackYou open your mind and your enemy gains a glimpse of the horrors withinStandard ActionDailyShadowImplementPsychicFearFalseIntelligence0Will02d8 + Charisma modifier psychic damage and the target is immobilized until the end of your next turn.AftereffectThe target is slowed (save ends).Half damage, and the target is slowed until the end of your next turn.1FalseOne creatureRanged101No sustainFalseStrength0AC01FalseTrueFalseStrength0AC01FalseTrueBone ArmorNecromancer2UtilityHorrid growths of bone burst through your flesh covering you in a grisly exoskeleton.Minor ActionEncounterShadowConjuration,StanceTrueStrength0AC01FalseUntil the stance ends, you gain a +2 power bonus to AC. Whenever an enemy hits you with a melee attack, you may as an immediate interrupt, chose to end this stance and they take damage equal to your Constitution modifier.Personal1No sustainFalseStrength0AC01FalseTrueFalseStrength0AC01FalseTrueGhoul MaskNecromancer2UtilityThe stench of death hangs from your pallid flesh, undead don't even recognize you as prey.Free ActionEncounterShadowIllusionTrueStrength0AC01FalseYou are invisible to undead until you attack.Personal1No sustainFalseStrength0AC01FalseTrueFalseStrength0AC01FalseTrueSpeak With the DeadNecromancer2UtilityYou conjure forth a soul of the deceased to glean what relevent knowledge you can, despite their resentment for the living.Standard ActionDailyShadowConjurationTrueStrength0AC01FalseUntil the end of your next turn, you gain a +5 bonus to a knowledge skill of your choice and may reroll one knowledge check if you don't like the result. You keep the second result whether it's better, the same, or worse.Personal1No sustainFalseStrength0AC01FalseTrueFalseStrength0AC01FalseTrueFleshknitNecromancer2UtilityYou take a moment to mend your ailing body, employing your dark understanding of death and necrotic flesh.Standard ActionDailyShadowHealingTrueStrength0AC01FalseYou regain hit points equal to 2 + your Constitution modifier.Personal1Sustain MoveYou regain hit points equal to 2 + your Constitution modifier. This effect ends if you take damage.FalseStrength0AC01FalseTrueFalseStrength0AC01FalseTrue