Zoken44
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Okay, with the Necromancer preview we saw, we got a glimpse at how their subclasses, Grim Fascinations, work in the release version, as well as four Grim Fascinations (Flesh, Spirit, Bone, and Blood)
In the Necromancer character idea section, I suggested a new one: Ash which gave you a focus spell to essentially turn a thrall into a 15ft cloud obscuring to everyone but you. and an improvement that let your thrall's attacks deal fire damage.
and my brain is like an auto-complete machine so I started thinking that it could lead to other Fascinations, not to mention someone else talking about a mummy themed fascination. It makes me wonder what other fascinations would work well?
How about a Rot themed Fascination? Giving you poisonous abilities.
What would you call a mummy themed fascination? what abilities would you give it?
What other Fascinations can you think of?
OR what about the other half. we have, essentially, a more martial focused and a more caster focused. anything else you can think of?
| Dr. Aspects |
Okay, with the Necromancer preview we saw, we got a glimpse at how their subclasses, Grim Fascinations, work in the release version, as well as four Grim Fascinations (Flesh, Spirit, Bone, and Blood)
In the Necromancer character idea section, I suggested a new one: Ash which gave you a focus spell to essentially turn a thrall into a 15ft cloud obscuring to everyone but you. and an improvement that let your thrall's attacks deal fire damage.
and my brain is like an auto-complete machine so I started thinking that it could lead to other Fascinations, not to mention someone else talking about a mummy themed fascination. It makes me wonder what other fascinations would work well?
How about a Rot themed Fascination? Giving you poisonous abilities.
What would you call a mummy themed fascination? what abilities would you give it?
What other Fascinations can you think of?
OR what about the other half. we have, essentially, a more martial focused and a more caster focused. anything else you can think of?
Okay so! The mummy one i would do is maybe a Dust grim fascination, and its focus spell would allow you to consume a thrall and force the enemy to make a reflex save. On a success, a creature takes 1d6 void damage as wrappings attempt to wrap around it. On a failure, the creature is immobilized until the start of your next turn and takes 1d6 void damage. On a critical failure, a creature is restrained until it takes a successful escape and takes 1d6 void damage per turn until it escapes.
Meanwhile for a thrall improvement, I'd want something interesting. Maybe a debuff to enemies. Like a -1 status penalty to attack rolls? Honestly not sure on a thrall improvement.
The critical success may be a bit strong but I'm not here to balance it so much as I just really want to share what I'd want out of a mummy necromancer that I can't get from a fleshmancer.
Zoken44
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A slight suggestion to justify the improvement I came up with.
Not a Mummy fascination, but a Preservation Fascination. including mummy's and embalming, and even taxidermy.
And the improvement is that your thralls can pass for living, if sick, members of their ancestry.
Zoken44
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Because of what Raven just suggested...
Shadow Fascination
In many places, such as Old Osirion, it is believed there is more to the soul than a single piece. Many reflect that the shadow represents so much more. In parts of Numeria devastated by horrific toxic weapons shadows stain walls as the last monuments to their previous owners who died in a terrible flash of light. Now you as a Necromancer have focused on harnessing these shadows. Leaning away from the traditional undead powered by Void Energy, and manipulating the shatter fragments of souls left behind with raw occult power.
Focus Spell: SEIZE SHADOW! you send one of your thralls into an enemy's shadow, on a successful save they are slowed 1 until the end of their next turn, on a failed save they are slowed 1 and frightened 1 until the end of their next turn. On a critical failure they must repeat the saving throw at the end of each of their turns, and the conditions will not reduce below 1 until a successful save. If they critically fail again, the frightened condition increases by 1.
Improvement: Your thralls do not have the undead trait and are immune to both Vitality and Void damage.