Jon S's page

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I like most of these. Here are some more Ideas

Celestial Mercy (Su): You may choose to substitute non-lethal damage for any damage type your spells normally do.

Elemental Spells (Su): You ignore 3x Spell Level points of energy resistance whenever you cast a spell with an energy descriptor that matches your elemental bloodline energy type.

Fey Spells (Su): While outside of Urban Terrain you cast all Enchantment and Illusion spells at +2 save DC.


I'm not wild about animal companions or golemlike animated sticks.

I'd like to see the specialist power to be a constant invisibility to undead effect, like the spell. A Horde of minions seems like one path a necromancer could take rather than defining to class

I'd like the first level power made more useful. A cold hand doesn't cut it for me. Rather than buffing it by making it ranged why not convert it into a minor negative energy channeling. Change the damage from cold to negative, (and make it unusable on yourself if you happen to be undead) and have undead hit with it need to make a will save to avoid being controlled by you. The DC of this could be is equal to 10 + 1/2 your Necromancer level + your Charisma modifier. It keeps the feel more than a frost ray would while still becoming useful.

I think this leaves room for necromancers to have any alignment. A good necromancer could delude himself into thinking he is declawing undead while not destroying them, or could decide to use them in the battle for good.


If I had never played or read anything with the oldstyle gnomes I would love the new take on them. As it is I like them but would also like to see a sub-race created that had int instead of cha and favored class illusionist.

I came to the message board to say that I disliked gnomes being listed as one of the "frail races" for determining bonus hit points on page 14 while on page 9 they were "surprisingly hardy". These seem contradictory to me. I would have put them as average race as opposed to frail balancing their size with their toughness.

After reading the board and rereading the racial entry I don't see why (other than balance reasons) they should have a con bonus or be hardy.

Rather than taking it away and finding some new way to balance them I'd rather there were a line or two in their description supporting gnomes being hardy. (such as being fey kin to dwarves, connected to elemental plane of earth, raised on fortifying proprietary alchemical potions, ect...) As it stands their stats and their description don't quite sync up in my mind.