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I like that we can summon Thralls without some limit, beyond the actions spent and the minute duration.

If you summon too many and it becomes a hinderance to your team, that is on you. Any Necormancer worth his weight in bones wouldn't do something that foolish.

That being said, I wouldn't be oppossed to or find it themetaicaly inappropriate for a Necromancer to have a way to dispatch his thralls, likely at teh cost of an action.

I could also see Create Thrall, or a seperate cantrip, being able to make a single existing thrawl move and or attack.


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I think a lot of confusion could have been eliminated by refering to it as a book or collection of Dirges instead of just refering to it as a Dirge.


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You should probably start with the D20 Star Wars RPG stats


There has been multiple discussions that the DC should remain a static DC 14 instead of scaling with level. The idea is that you are getting an unlimited use poison, as bonus feat, and that scaling up the DC way overpowers the investment required to get it.

It's an Exalted feat, something that requires the character to maintain a high moral standard of behavior or lose.

Vile Feats, the opposite of Exalted feats, on the other hand are pretty much never going to be lost, unless someone goes all Darth Vader and attempts to redeem themselves, something Evil NPCS are likely never to do.

TLDR: Evil, unlimited use Posion, that scales in effectiveness, for the investment of a feat, requires you to be evil while using it is automatically an Evil act is probably a sub-optimal decision.

If you are intent on doing it, I would keep the DC a static DC 14, and make sure there is a prerequisite feat expenditure other than the feat for Touch of Black Ice.

Otherwise you just created a feat that would be a no brainer for EVERY evil character with a CON score of 13+ to take.


Kolokotroni wrote:
The reality is that it has little to do with the price and everything to do with renewable healing.

You hit the nail on the head there. The item is desirable for what it does. The price is a secondary consideration.

If you think it's too inexpensive for your campaign, raise the cost for your players to buy it.