| Parka |
I'm wanting to run a campaign with a strong necromancy theme, and came up with a few spells with the intention of creating skeletal "champions" for necromancers. Part of the goal is to have the players acquire the spells as a reward of sorts, so I wanted to run the spells past the wisdom of the forums to see if there are any obvious pitfalls beforehand.
Necromancy
Level: Sorcerer/Wizard 4
Components: V, M
Casting Time: One Minute
Range: Close (25' + 5'/level)
Targets: One Undead
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell imbues the subject undead with the powers of a particular metal. This spell isn't limited to just steel, as the name would imply. This spell has no effect on intelligent undead or undead with the incorporeal quality.
Common iron grants the undead an extra two hit points per hit die, +4 Strength, +2 to fortitude saves and +3 natural armor bonus (stacks with any existing natural armor). Silver grants +2 Strength, +1 to fortitude saves, +2 Charisma, +1 natural armor bonus and the natural weapons count as silver for overcoming damage reduction. Armor or weapon quality steel grants the undead two hit points per hit die, +4 Strength, +3 to fortitude saves and +4 natural armor. Mithral grants two hit points per hit die, +4 Strength, +4 to fortitude saves, +4 Dexterity and +4 natural armor, as well as counting natural weapons as mithral for damage reduction. Adamantine grants four hit points per hit die, +6 Strength, +6 to fortitude saves and +8 natural armor bonus, as well as natural weapons counting as adamantine.
Material Component: Roughly two pounds of the appropriate metal.
Necromancy
Level: Cleric 4, Sorcerer/Wizard 5
Components: V, S, M
Casting Time: See Text
Range: See Text
Target: Two undead
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: No
The caster drains the unholy vitality from one undead, using it to enhance another.
One undead being (failing its will save) is wholly consumed by the spell, leaving nothing but ash. The other undead involved in the ritual gains half the consumed undead's hit dice. The maximum number of hit dice the recipient can gain is half again the caster's own hit dice (any excess is lost). The undead also receives a +2 bonus to an attribute score of the caster's choice if this is the first time the undead has had this spell cast on them. Intelligent undead do not gain any feats, skill points, improved spellcasting abilities, character levels, etc. from these hit dice, only raw hit points. Unintelligent undead do gain feats, skill points and base attack bonus according to the Bestiary entry for undead. Feats and skill points are chosen by the DM. Size category for skeletons and zombies does not change.
The spell requires ten minutes per hit die transferred, and both undead must remain inside traced sigils and signs on the ground. The caster may not be one of the undead involved.
Material Component: A pair of chalked circles, a bit of muscle and a copper wire.
Necromancy
Level: Cleric 2, Sorcerer/Wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One undead, +1/five levels
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell weaves a nimbus of death around an undead target, strengthening it. The undead gains fast healing 5 + 1 per two levels of the caster and turn resistance +4 unless its own turn resistance is greater, in which case it is increased by 1.
Any attacks it does also deal +2 negative energy damage in addition to whatever damage they already deal (+1 damage per three levels of the caster). This extra damage can be withheld at the whim of either the undead (if intelligent) or the controller (if unintelligent).
| Maeloke |
The trouble with the first two spells is that using magic to grant permanent increases to creature statistics is just asking for problems. It's far better to adjust your base rules for necromancy.
Bones of steel could easily be a revised skeleton template, much like bloody or burning, so it'd require double the normal material component investment (your requisite metal supplies). I'd probably give such skeletons +2 str, +4 natural armor, and improve their DR to 5/-.
If you really want to include a variety of metals (particularly adamantine), you should consult the Iron Cobra entry in the bestiary to see the sort of monetary outlay and consequent rules with respect to ability scores, DR, and natural armor.
Cannibalize essence is just a no-no. Imagine if you took the spell and instead applied it to, say, creatures of the animal type. "Okay, I'll put my animal companion here, and then my 200 gp warhorse there, and... presto, 4 more HD for my animal companion! Let's do that again! And again!"
Its cute flavor, but just defies all boundaries of game power. If you want to make it so necromancers can have skeletons and zombies with extra hit dice, build that into core necromancy rules- just say "When raising an undead creature, you may pay for more HD (up to your level) and improve the resulting creature accordingly."
The same non-undead test can be applied to fortifying shroud: what if it worked on a PC? I can tell you that fast healing 6+ and bonus damage 3+ are inappropriate on a 2nd-3rd level spell.
If you're looking for a combat boost, keep it in line with other buffs of the same level. For a 2nd level spell that lasts 1 round/level, I'd say +4 channel resistance and +1d6 negative energy damage on attacks would be about appropriate - and note that it doesn't scale up beyond it's duration.
As for the fast healing, I'd package it with some other abilities around level 5 or 6, taking righteous might as a sample. Something like +4 Str, +4 cha, fast healing 5, and frightful presence 30 ft (DC=spell's DC).
Perhaps it would help if you clarified what you want to accomplish with your additional spells... I suspect I'm missing your original intent amongst the potential for abuse.
| Parka |
The main intent was to let the characters make a necromantic "animal companion" of sorts. Rather than having a sort of shambling horde, they would have only a single, high-hit-die "champion" they could count on and cast spells to protect. One caveat I probably should have put was that Bones of Steel was useable only once per undead, and that the maximum hit die an undead can gain (total from all castings) from Cannibalize Essence is half-again the caster's own. I figured it at half-again because HD isn't typically indicative of an undead's effectiveness (CR).
Cannibalize Essence was to provide a spell that would give them an incentive to shun the typical animated horde and instead invest in one reliable skeleton/zombie. Rather than having to constantly find better undead as they adventure, they could cannibalize the weak undead occasionally to keep their favorite one advanced. If they found (read- I gave them) a better undead along the way, they would be able to buff its hit dice up to an appropriate level, but more importantly, keep it progressing as they adventure (as long as it survived).
I didn't want to try to design an entirely new monster, or come up with new rules for advancing companion undead, but I guess in a roundabout way that's what I did.
| Madcap Storm King |
Since skeletal champions can be PCs, I can see one of them being very happy with these spells should there be a necromancer in the party. A bit too happy. The ability to permanently enhance your undead should cost a little gp, methinks, although getting ahold of adamant or mithril should be fairly hard. Maybe a tax per HD, like animate dead?
| Kirth Gersen |
The main intent was to let the characters make a necromantic "animal companion" of sorts. Rather than having a sort of shambling horde, they would have only a single, high-hit-die "champion" they could count on and cast spells to protect.
Why not use the new Summoner class and make the eidolon undead?
| Maeloke |
Why not use the new Summoner class and make the eidolon undead?
Because necromantic companions are already embedded in the core rules as a subfeature of both main spellcasting progressions. Besides, the summoner has *nothing* to do with necromancy.
The main intent was to let the characters make a necromantic "animal companion" of sorts. Rather than having a sort of shambling horde, they would have only a single, high-hit-die "champion" they could count on and cast spells to protect. One caveat I probably should have put was that Bones of Steel was useable only once per undead, and that the maximum hit die an undead can gain (total from all castings) from Cannibalize Essence is half-again the caster's own. I figured it at half-again because HD isn't typically indicative of an undead's effectiveness (CR).
Cannibalize Essence was to provide a spell that would give them an incentive to shun the typical animated horde and instead invest in one reliable skeleton/zombie. Rather than having to constantly find better undead as they adventure, they could cannibalize the weak undead occasionally to keep their favorite one advanced. If they found (read- I gave them) a better undead along the way, they would be able to buff its hit dice up to an appropriate level, but more importantly, keep it progressing as they adventure (as long as it survived).
I didn't want to try to design an entirely new monster, or come up with new rules for advancing companion undead, but I guess in a roundabout way that's what I did.
Aha, well with the limitations on those uses, things *do* become a bit more feasible.
Just the same, it might be even easier to adapt the animal companion rules. I think I'd do it with a feat in a normal game:
Undead Companion
Prerequisites Caster level 5th
Benefits Rather than the usual shambling hordes, you can create a single especially potent undead helper. When you cast animate dead on a single dead body, you may choose to pay for your maximum allowable animation from a single casting (50 gp per level). If you do, the created undead keeps the base undead's physical attributes, but gains an intelligence of 2. Rather than exchanging it's racial HD for undead ones, this companion uses the druid's animal companion table to determine it's HD, BAB, bonus natural armor and physical attributes, skill points, and feats. As an undead creature, it only good save progression is will. It does not learn bonus tricks as an animal companion, and instead of the link and devotion abilities, it gains channel resistance 2, which increases to 4 at level 6.
Although this companion has a trace amount of intelligence from it's connection to the caster, a character may control his undead companion like any other mindless undead. You may only ever have one such companion at a time, and it counts as twice your character level for calculating how many other undead you command. It may not be set loose in favor of other newly created undead.
| Kirth Gersen |
1. Because necromantic companions are already embedded in the core rules as a subfeature of both main spellcasting progressions.
2. Besides, the summoner has *nothing* to do with necromancy.
1. Lousy, weak necromantic companions are indeed included, but not strong ones, for a very good reason. The last thing that full spellcasters need is a major power increase -- and a viable necromantic companion is worth a LOT more than some skeletons or zombies, and continues to be worth increasingly more as you level up.
2. The class as written has *little* to do with necromancy. But that's easily achieved by substituting out entries in the class spells list (and maybe subbing out equal-CR undead for summoned monsters). And the summoner class has *everything* to do with a powerful companion, which seems to be what you want.
Infinitely-stacking (untyped bonus) spells that cost the caster nothing but dramatically increase his power (through bodyguards) on a permanent basis are NOT a good idea. Likewise, gaining most if not all of the effects of another class' major class feature for the cost of one feat is not good game design -- unless of course you're intentionally going for a "Necromancers & Abject Subjects" game as opposed to a "Dungeons & Dragons"-type game.
| Maeloke |
1. Lousy, weak necromantic companions are indeed included, but not strong ones, for a very good reason. The last thing that full spellcasters need is a major power increase -- and a viable necromantic companion is worth a LOT more than some skeletons or zombies, and continues to be worth increasingly more as you level up.
2. The class as written has *little* to do with necromancy. But that's easily achieved by substituting out entries in the class spells list (and maybe subbing out equal-CR undead for summoned monsters). And the summoner class has *everything* to do with a powerful companion, which seems to be what you want.
Infinitely-stacking (untyped bonus) spells that cost the caster nothing but dramatically increase his power (through bodyguards) on a permanent basis are NOT a good idea. Likewise, gaining most if not all of the effects of another class' major class feature for the cost of one feat is not good game design -- unless of course you're intentionally going for a "Necromancers & Abject Subjects" game as opposed to a "Dungeons & Dragons"-type game.
I'm certainly with you as far as the stacking spells, and that was the crux of my initial response to the spells in the OP. Parka has since delineated some reasonable limits to them, so it's a bit irrelevant at this point.
The thing about my suggestion is, the base potential for necromantic companions is ridiculous already; making them into animal companions almost *reduces* their power.
Consider: a level 6 party encounters some trolls. They kill them. The party cleric with *no* specialization in necromancy looks at the bodies and decides they could use some extra muscle (or lack thereof) around the place, so he animates 4 of them as Bloody Troll Skeletons for 300 gp apiece.
These creatures have 39 hp, DR 5/bludgeoning, and fast healing 3. They have all the undead immunities and can only be completely destroyed by an opposing good character with the appropriate class features, equipment, and/or savvy, against whom the skeletons have channel resistance 4. Their base AC of 14 is easily bumped up to 20 with a quick stop in town for some large breastplates (400 gp each) and their paltry claw attacks (+8, d8+5 damage) can be replaced with a nice big greatsword (+8, 3d6+7 damage) for 100 gp each. Either way, don't forget the bite attack (+8, d6+5).
So RAW necromancy gives a level 6 character access to 4 absolutely beastly CR 4 monsters for 800 gp apiece - they might even be worth CR 5 with the equipment. Four of them is less than a 25% wealth investment for that level 6 cleric, and he can reuse the bulk of that each time the party kills off a large humanoid.
I know these rules are degenerate because I've played characters that abused them, and you don't need big monster corpses to do so. Think about the horror of 8 bloody flaming cat skeletons surrounding a foe. They rush in and do 8d6 fire damage without ever having to land a blow, and then you get 24 rolls to hit another 18-20 and do another d6 - and considering all the flanking, that's not too hard. When the enemy starts killing them, they do another d6 each. An hour later, each one that died comes back to life, ready to terrorize another foe. Investment? 75 gp apiece, and a character can control 4 per caster level.
SO: if Parka wants some rules to encourage the use of undead as single companions, rather than teeming hordes, I'm happy to help push them that direction. Its indubitably more powerful than an animal companion class would be, but that's the fault of the core rules, not my suggestions.
| Kirth Gersen |
Thanks for the reply. I see where you're coming from -- although it seems like 90% of the abuse you're looking at is from the bloody and burning templates, not from the undead themselves.
One option I'd maybe try is to potentially allow the Leadership feat to give (normal) 1 HD skeletons instead of 1st level warriors, 2 HD zombies instead of 2nd level warriors, etc. The cohort could be replaced with a skeletal champion (counts as 1 level higher than a living cohort, so an 11th level necromancer could have a skeletal champion fighter cohort of up to 8th level). As long as you call "ixnay" on the bloody and burning skeleton templates, that shouldn't be too overbalanced. This way you get your powerful bodyguard AND your teeming, shambling hordes to boot!
| Parka |
Another thing I should clarify, possibly, is that these spells would be *loot*. The party would be facing necromancers using these spells before they actually acquired them.
The abuse of the flaming and bloody templates is just the kind of feedback I needed... I didn't know what kind of abuse could be heaped on top of these spells. I was just coming from the perspective of these spells being used on un-templated skeletons and zombies, trying to turn them into something that could fill the brawler role of my groups' caster-heavy party.
I'm going to have to double-check some things now. I thought undead were only proficient with weapons in their stat entries, and treated all other weapons and armor as unproficient? If so, wouldn't the trolls have had to have been subject to "Awaken Undead" to use the breastplates and greatswords in any meaningful way?
Post-Post: Will take a look, Set.
| Maeloke |
The 'undead companion' necromancer alternate class feature from Unearthed Arcana might be a neat thing to look at for the 'single big undead' option. It's available at the online SRD, but my link-fu is weak at the moment.
Yeah, that was essentially what I was trying to pathfinderize with the feat I wrote out. It's a good variant, but it doesn't take into account how much other undead a caster can raise.
I'm going to have to double-check some things now. I thought undead were only proficient with weapons in their stat entries, and treated all other weapons and armor as unproficient? If so, wouldn't the trolls have had to have been subject to "Awaken Undead" to use the breastplates and greatswords in any meaningful way?
Well, its a matter of some debate, but the bestiary entry for skeletons specifically notes their sinister ability to use weapons and armor. In the case of humanoids who could wear armor while living, I tend to think they're quite able to do so while skeletal.
Anyhow, the variant skeleton types are especially gross, but even a base skeleton can be degenerate in the right circumstances. A level 6 cleric could raise himself 12 HD giant skeletons without batting an eye, accomplishing just the same effects.
For my part, I almost never raise non-bloody skeletons because they're such a resilient investment, but if you could find the bodies, a necromancer can easily raise critters that rival his own CR.