I do game design material here. Mostly role-playing games, but I may devolve into card game design or other kinds of hopefully enjoyable drivel. E-mail may be sent to jkuleck@gmail.com.

Tuesday, January 23, 2007

Epic True Necromancer

In the D&D game I'm in, I recently graduated to that epic 21st level with my true necromancer, a complex prestige class to convert to the higher levels. However, since no official rules exist for true necromancers, the obvious thing would be to do would be to compare it to the epic mystic theurge. However, the epic mystic theurge is agreed by most to to be, in generally, drastically underpowered. In the long run, it saps the mystic theurge of any comparative magical power, rendering the class unable to face up to most threats of its level without seriously focused alterations. Add in the fact that necromancy generally gets somewhat weaker as challenge ratings increase, as more and more high-CR creatures become immune to death effects and ability drain... or at the very least, can get easy access to it.

So I decided to ignore the epic mystic theurge and build the epic true necromancer from the ground up as if I were designing it from the ground up. And here are the results...

Epic True Necromancer

The epic true necromancer is the epitome of necromantic mastery, able to raise armies of the dead or execute the living with ease.

Hit Die: d4

Skill Points at Each Additional Level: 2 + Int modifier

Spells: At every four levels beyond 11th level (15th, 19th, and so on), a true necromancer gains new spells per day (and spellls known, if applicable) as if she had gained a level in a in an arcane spellcasting class she belonged to previously, up to the maximum spells per day and spells known by that class. Her caster level in that arcane spellcasting class also increases by +1. At every four levels beyond 12th level (16th, 20th, and so on), a true necromancer gains new spells per day (and spells known, if applicable) as if she had gained a level in a in an divine spellcasting class she belonged to previously, up to the maximum spells per day and spells known by that class. Her caster level in that divine spellcasting class also increases by +1. At every four levels beyond 13th level and every four levels beyond 14th level (17th and 18th, 21st and 22nd, and so on), a true necromancer gains new spells per day (and spells known, if applicable) as if she had gained a level in both an arcane and a divine spellcasting class she belonged to previously, up to the maximum spells per day and spells known by that class. Her caster level in the arcane and divine spellcasting classes also increases by +1 each.

Rebuke Undead: Use the true necromancer's class level to determine the most powerful undead affected by a rebuke check and the turning damage, just as normal.

Necromantic Prowess: A true necromancer's bonus to her effective caster level with necromantic spells continues to increase. Her bonus increases by +1 for every three levels higher than 12th (+5 at 15th, +6 at 18th, and so on).

Zone of Desecration: The supernatural aura of negative energy surrounding the true necromancer continues to extend to a radius of 10 feet per true necromancer class level (150 feet at 15th, 160 at 160th level, and so on).

Bonus Feats: The epic true necromancer gains a bonus feat every 4 levels after 14th (18th, 22nd, and so on).

(And yes, the spells section was as much of a headache to write as it probably is to read).

Sunday, January 21, 2007

The Ravenous Kingdom

Time to go back to my "monster world", tenatively named Fallen. For those who haven't seen the original posts, the general idea behind Fallen is that, in the rules of D&D, monsters are, generally, far more potent than the average PC race. So why aren't they in charge? The usual answer is that they're not fecund enough, or resourceful enough, or ambitious enough, but Fallen assumes that they were all three. Traditional D&D races are, in general, fodder, servants, pests, or even a valuable resource. Back when I was doing the Serpent Kingdoms (found here and here), I mentioned that I would do a ghoul kingdom as well. Well, some of the work was done - it was just left behind when I stopped posting. Though incomplete at the moment, here it is:

Darshlen: The Ravenous Kingdom

I don't know if I'll do any further work on it, but I had rough plans for some other lands. There was to be a number of territory-states held by dragons, which would probably be the friendliest to humanoid races. Each individual dragon would generally rule loosely, demanding tribute in various forms from its inhabitants. Of course, chromatic dragons might be akin to the dark god that demands constant sacrifice, making near-slaves out of those in their lands, but metallic dragons were more likely to be hands-off, only asking more or less what the inhabitants of their lands could spare (which could still be quite a bit). Of course, the dragons would keep other powerful creatures out of their territory, ensuring relative safety for the humanoids of their lands.

There would also be a faerie kingdom and a kingdom ruled by intelligent plants that would have been at war for ages; this was to some extent inspired by the mysterious animosity the needlemen (plant-based humanoids from Monster Manual II) hold for elves. Treants would rule the plant kingdom, with other races like needlemen, phantom fungi, and others, while the faerie kingdom would also have a hierarchy with elves at the bottom, and powerful sidhe-esque fey on top.

There were also going to be a underwater kingdom ruled by krakens, and things like a giant kingdom or using more exotic D&D monsters were also possible. Of course, 'kingdom' is kind of a misleading term when discussing these things... but that's that.