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Author Topic: Base Class Suggestion - Dread Necromancer  (Read 1766 times)

Nezmith

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Base Class Suggestion - Dread Necromancer
« on: October 09, 2021, 11:51:16 AM »
I've always wanted to see more of this class and it seems it was getting some attention on discord so I thought I'd toss this up for posterity.

Dread Necromancer
(Heroes of Horror variant, p. 84)

A practitioner of vile and forbidden arts, the dread necromancer roots about in graveyards, searching out moldering components for her obscene spells.

Hit die
d6

Skill points
2 + Int

Class Features
Spellcasting is your greatest strength, although your rate of spell acquisition is closer to that of a sorcerer than a wizard. You make up for slower spellcasting progression with a wide array of special abilities, including a touch attack that uses negative energy to harm your foes. This attack increases in strength and gains additional effects as you gain levels. Because many of your abilities rely on your entering melee, you are proficient with light armor and have the ability to cast your spells while wearing light armor. You also gain a resilience to damage that wizards or sorcerers do not possess.

Weapon and Armor Proficiency: A dread necromancer is proficient with all simple weapons and with one martial weapon of her choice. Her choice of martial weapon is made when the character takes her first level of dread necromancer and cannot be changed.

Dread necromancers are also proficient with light armor, but not with shields. The somatic components required for dread necromancer spells are simple, so members of this class can cast dread necromancer spells while wearing light armor without incurring the normal arcane spell failure chance. She still incurs the normal arcane spell failure chance for arcane spells derived from other classes. In addition, if a dread necromancer wears medium or heavy armor, or uses a shield, she incurs the same chance of arcane spell failure as any other arcane caster if the spell in question has a somatic component (and most do).

Spellcasting: A dread necromancer casts arcane spells, which are drawn from the dread necromancer's spell list (see page 87). Like a sorcerer, she can cast any spell she knows without preparing it ahead of time. When a dread necromancer gains access to a new level of spells, she automatically knows all the spells for that level given on the dread necromancer's spell list. Dread necromancers also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).

To cast a spell, a dread necromancer must have a Charisma score of 10 + the spell's level. The Difficulty Class for a saving throw against a dread necromancer's spell is 10 + the spell's level + her Charisma modifier. Like other spellcasters, a dread necromancer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given in Table 5—2: The Dread
Necromancer. In addition, she receives bonus spells for a high Charisma score (see Table 1—1 on page 8 of the Player's Handbook).

Charnel Touch (Su): Negative energy flows through a dread necromancer's body, concentrating in her hands. At will, but no more than once per round, she can make a melee touch attack against a living foe that deals 1d8 points of damage, +1 per four class levels. This touch heals undead creatures, restoring 1 hit point per touch, +1 per four class levels. A dread necromancer can use the spectral hand spell to deliver this attack from a distance.

Rebuke Undead (Su): A dread necromancer can rebuke or command undead creatures by channeling negative energy through her body. See the cleric class feature described on page 33 of the Player's Handbook.

Lich Body: Starting at 2nd level, a dread necromancer begins her journey into undeath. The first symptom is her body's increased resilience to physical harm. She gains DR 2/bludgeoning and magic. As the dread necromancer increases in level, this DR increases in effectiveness, to DR 4 at 7th level, DR 6 at 11th level, and DR 8 at 15th level.

Negative Energy Burst (Su): Beginning at 3rd level, a dread necromancer gains the ability to emit a burst of negative energy from her body, harming living creatures within 5 feet of her. This burst deals 1d4 points of damage per class level. A successful Will save (DC 10 + 1/2 her class level + Cha modifier) reduces damage by half. Undead creatures within this burst are healed the same amount of hit points as the damage she deals to living creatures. A dread necromancer can use this ability once per day at 3rd level, and one additional time per day for every five levels she attains beyond 3rd (2/day at 8th level, 3/day at 13th level, and 4/day at 18th level).

Advanced Learning (Ex): At 4th level, a dread necromancer can add a new spell to her list, representing the result of personal study and experimentation. The spell must be a cleric or wizard spell of the necromancy school, and of a level no higher than that of the highest-level spell the dread necromancer already knows. Once a new spell is selected, it is added to that dread necromancer's spell list and can be cast just like any other spell she knows. If a spell is both a cleric spell and a wizard spell, use the lower of the two spell levels (when different) to determine what level the spell is for a dread necromancer. A dread necromancer gains an additional new spell at 8th, 12th, 16th, and 20th level.

Mental Bastion: Starting at 4th level, a dread necromancer gains a +2 bonus on saving throws made to resist sleep, stunning, paralysis, poison, or disease. This bonus increases to +4 at 14th level.

Fear Aura (Su): Beginning at 5th level, a dread necromancer radiates a 5-foot-radius fear aura as a free action. Enemies in the area must succeed on a Will save (DC 10 + 1/2 her class level + her Cha modifier) or become shaken. A creature who successfully saves cannot be affected by that dread necromancer's fear aura for 24 hours.

Scabrous Touch (Su): Starting at 6th level, once per day a dread necromancer can use her charnel touch to inflict disease on a creature she touches. This ability works like the contagion spell (see page 213 of the Player's Handbook), inflicting the disease of her choice immediately, with no incubation period, unless the target makes a successful Fortitude save (DC10 + 1/2 her class level + her Cha modifier). The DC for subsequent saving throws to resist the effects of the disease depends on the disease inflicted; see page 292 of the Dungeon Master's Guide for details.

Activating this class feature is a swift action. The effect lasts until the dread necromancer makes a successful charnel touch attack. The spectral hand spell enables a dread necromancer to deliver a scabrous touch attack from a distance.

A dread necromancer can use this ability once per day at 6th level, twice per day at 11th level, and three times per day at 16th level.

Summon Familiar: At 7th level or anytime thereafter, a dread necromancer can obtain a familiar. The familiar she acquires is more powerful than a standard wizard's or sorcerer's familiar, but it is unequivocally evil. The player of a dread necromancer character chooses one of the following creatures: imp (devil), quasit (demon), vargouille, or ghostly visage. All these creatures are described in the Monster Manual except for the ghostly visage, an undead symbiont described on page 221 of the Fiend Folio.

A dread necromancer's familiar gains the usual familiar benefits given on pages 52—53 of the Player's Handbook, with two exceptions. Its type does not change, and it does not gain the exceptional ability to speak with other creatures of its kind.A dread necromancer's familiar can use its ability to deliver touch spells such as its master's charnel touch, scabrous touch, or enervating touch attack. The master must use a standard action to imbue the touch attack into her familiar.

Undead Mastery: All undead creatures created by a dread necromancer who has reached 8th level or higher gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per Hit Die.

In addition, when a dread necromancer uses the animate dead spell to create undead, she can control 4 + her Charisma bonus HD worth of undead creatures per class level (rather than the 4 HD per level normally granted by the spell).

Similarly, when a dread necromancer casts the control undead spell, the spell targets up to (2 + her Cha bonus) HD/level of undead creatures, rather than the 2 HD/level normally granted by the spell.

Negative Energy Resistance: Beginning at 9th level, a dread necromancer gains a +4 bonus on saving throws made to resist negative energy effects, including energy drain, some ability drain, and inflict spells.

Light Fortification: Starting at 10th level, a dread necromancer gains 25% resistance to critical hits; this is the equivalent of the light fortification armor special ability described on page 219 of the Dungeon Master's Guide. At 17th level, this fortification increases to 50%.

Enervating Touch (Su): When a dread necromancer reaches 12th level, she gains the ability to bestow negative levels when she uses her charnel touch attack. Each day, she can bestow a total number of negative levels equal to one-half her class level, but no more than two negative levels with a single touch. The saving throw to remove the negative levels has a DC of 10 + 1/2 her class level + her Charisma modifier.

Activating this class feature is a swift action. The effect lasts until she makes a successful charnel touch attack.

A dread necromancer can use the spectral hand spell to deliver this attack from a distance.

Beginning at 17th level, the number of negative levels a dread necromancer can bestow per day increases to equal her class level.

Craft Wondrous Item: At 19th level, the dread necromancer gains Craft Wondrous Item as a bonus feat. This helps her prepare the phylactery required to become a lich.

Lich Transformation: When a dread necromancer attains 20th level, she undergoes a hideous transformation and becomes a lich. Her type changes to undead, and she gains all the traits of the undead (see page 317 of the Monster Manual). She no longer has a Constitution score, all her existing Hit Dice become d12s, and she must reroll her hit points. A dread necromancer need not pay experience points or gold to create her phylactery.

A dread necromancer who is not humanoid does not gain this class feature.

Advancement



Source: https://dndtools.net/classes/dread-necromancer/

Advanced Learning Spells

Spoiler: show






FAQ/Concerns

1. This class will invalidate the Pale Master PRC.

False. A dread necromancer doesn't invalidate a pale master any more than a warmage invalidates a wizard. A pale master (as represented on this server) is essentially a pure wizard with access to the same spell progression as a wizard and some extra flavor to make them tankier and capable of summoning undead with class skills. That is to say, up until the level cap of 20, a pale master can continue being useful in a group for their traditional wizard roles while also being able to switch positions and become a formidable tank/summoner on a whim. A dread necromancer, on the other hand, can't cover the position of a group buffer in any form. It can be noted from their spell lists ( https://dndtools.net/classes/dread-necromancer/spells-level-1/ ) that they receive essentially no buffing ability at all, and what buffs they do receive almost exclusively target the undead.

2. The lich transformation at level 20 is too strong, can't be implemented, and/or could be abused too easily

Quite frankly, I think if anyone has the patience, skill, and wit to survive as this class up until level 20 they've earned a slot as a 6-month MPC. That being said, turning into a lich is NOT a mandatory transformation for this class at level 20.

As could even be noted above, "A dread necromancer who is not humanoid does not gain this class feature.". Furthermore, the actual definition of the 'lich transformation' leaves a lot up to player interpretation. For visibility:

Lich Transformation: When a dread necromancer attains 20th level, she undergoes a hideous transformation and becomes a lich. Her type changes to undead, and she gains all the traits of the undead (see page 317 of the Monster Manual). She no longer has a Constitution score, all her existing Hit Dice become d12s, and she must reroll her hit points. A dread necromancer need not pay experience points or gold to create her phylactery.

While this says "transforms into lich" and "lich transformation" and mentions the ability to construct a phylactery at the 19th level, the actual mechanical implementation does not equate to the same thing. The trait itself specifically says the character type changes to undead, has undead traits, has a d12 hit die, and refers you to page 317 of the monster manual. A lich is much more than any of those things, and page 317 of the monster manual only shows you what the undead traits are, not what the traits of a lich are.

I've noticed, because of this, in most D&D groups this feature is interpreted moreso an 'undead transformation' than strictly a 'lich transformation'. This can range from benign template changes of Necropolitan ( https://www.realmshelps.net/monsters/templates/necropolitan.shtml) , Curst ( https://www.realmshelps.net/monsters/templates/curst.shtml ), and Spellstitched ( https://www.realmshelps.net/monsters/templates/spellstitched.shtml ), to some of the more troublesome transformations such as Vampire, Vassalich, Lich, or Demilich. Some groups also allow Draconic ( https://www.realmshelps.net/monsters/templates/draconic.shtml ), though I'm sure people have had enough of that as it is  :lol:

The way I see this working is no different than race selection on character creation. Your choices range from the benign ones I listed (no app required) to the MPC templates (app required).

3. This class is highly dependent on summoned creatures and many of its class features involve controlling more than one at a time, which would imbalance them when compared to other summoners

I believe this is the biggest problem with the class, but I also think it could be balanced around giving them singular undead summons that increase in power with every spell circle, similar to the Summon Creature line of spells. With appropriate tuning and the undead feats that are already in the game, I think they could easily be made viable that way. It'd also be nice if the ability to dominate groups of undead for short periods of time could be left on the table, but I wouldn't see that as a deal-breaker for the class.

4. What is the demiplane of dread without dread necromancers?

Truly a question for the sages..

Thoughts, questions, concerns?
« Last Edit: October 09, 2021, 02:12:41 PM by Nezmith »

Vissy

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Re: Base Class Suggestion - Dread Necromancer
« Reply #1 on: October 09, 2021, 12:01:24 PM »
There isn't really a class out there that is a dedicated summoner, as summons in general (aside from Black Blade of Disaster) are just not very useful. I think a summoning-dedicated class might be an interesting idea to bridge that gap, though why should it be necromancy-specific?
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Nezmith

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Re: Base Class Suggestion - Dread Necromancer
« Reply #2 on: October 09, 2021, 12:32:38 PM »
Fair question, not everyone wants to play necro summoner, though I see the class as being the focus class of necromancy rather than summoning in general. Just as warmage focuses on evocation and beguiler focuses on enchantment, the dread necromancer would exist for necromancy. I enjoy seeing new classes in general so if there's a suggestion for duality, I'm all for it!

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Re: Base Class Suggestion - Dread Necromancer
« Reply #3 on: October 09, 2021, 12:38:14 PM »
I think it's a cool idea in principle, we don't get many necromancer PCs.
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herkles

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Re: Base Class Suggestion - Dread Necromancer
« Reply #4 on: October 09, 2021, 12:45:50 PM »
How does this compare to the Palemaster PRC?


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Re: Base Class Suggestion - Dread Necromancer
« Reply #5 on: October 09, 2021, 01:08:27 PM »
Palemaster gets access to Stealth and a far greater selection of spells, so at first glance I'd expect Palemaster to be considerably stronger. Especially as the popular Palemaster build Wiz9/PM10/Rog1 might theoretically have access to UMD...
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Nezmith

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Re: Base Class Suggestion - Dread Necromancer
« Reply #6 on: October 09, 2021, 01:32:29 PM »
How does this compare to the Palemaster PRC?

So, like I said, the Pale Master is essentially a wizard with extra features. If you were to multiclass as Wiz 10/PM 10 you'd be no less powerful than a Wiz 20 aside from having to learn more spells from scrolls than normal. That alone distinguishes it greatly and (in my opinion) makes it one of the best classes on the server. The dread necromancer only knows a select few spells, casts them like a sorcerer, and as far as I recall, they're almost exclusively Necromancy-school spells. A Pale Master has no such limitations.

As far as class features, Pale Masters gain stacking base AC, up to 6 bonus AC by level 8. A DN receives no AC bonuses and instead receives up to 8 DR by level 15. Depending on the DN template chosen at 20, that can change, but not too drastically. Pale masters also have the ability to summon undead as a skill once a day, choosing from spells such as Animate Dead, Summon Undead, or Summon Greater Undead. Dread Necromancers do not have a comparable ability and must rely on their limited spell pool to summon them, like a sorcerer or basic wizard.

At the 6th level of Pale Master they get their Undead Graft which grants them unique powers. These are comparable powers to the Scabrous Touch (Lv6) and Enervating Touch (Lv12) that DNs receive, but generally don't provide any overlap.

The Pale Master's Undead Graft allows PM's to paralyze, drain STR, drain CON, drain levels, or (possibly) instantly kill an enemy. These are all part of a shared pool of actions that can be performed up to 3x per day. On top of that, they receive a +4 STR modifier from the graft.

The Dread Necromancer's Charnel Touch is an infinitely repeatable, once-per-round skill that does 1d8 points of negative damage, +1 per four class levels. Scabrous Touch starts at once per day and caps at three times a day by Lv16, allowing a DN to simply bestow a disease of their choice. At the 12th level, the DN picks up Enervating Touch which allows them to drain levels up to half their class level via repeated uses of Charnel Touch, which only drains two levels a round.

As far as similarities, it ends there. The DN can (supposedly) summon a combat-capable familiar, but I don't know, if and when it gets implemented on the server, if that will be the case here.

Personally, I don't think the DN makes a great frontline fighter after the tenth level or so when AC/AB become issues, and they'll never be able to cast spells like Tenser's or self-buff to the same extent that a Pale Master could. The DN's main focus is in casting necromancy spells and creating unrivalled undead minions. The areas that both classes focus (or in PM's case, don't) in are different enough that I think it's justified to make the comparison that I made earlier- a dread necromancer invalidates a pale master just like a warmage invalidates a wizard. That is to say, one specializes while the other is a generalist.
« Last Edit: October 09, 2021, 02:24:07 PM by Nezmith »

MAB77

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Re: Base Class Suggestion - Dread Necromancer
« Reply #7 on: October 09, 2021, 01:57:51 PM »
This one has been on the dev radar for a couple of years already, but it's unlikely we'll ever implement this one. It is somewhat close to the pale master in concept, we have necromantic magic feats available for those who'd like bolstered undead summons and we already have the vassalich MPC template available, which is the closest a player can ever achieve lichdom in game.
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Neuwwwo

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Re: Base Class Suggestion - Dread Necromancer
« Reply #8 on: October 09, 2021, 04:02:11 PM »
There isn't really a class out there that is a dedicated summoner, as summons in general (aside from Black Blade of Disaster) are just not very useful. I think a summoning-dedicated class might be an interesting idea to bridge that gap, though why should it be necromancy-specific?

+1 to this, if something like this were to be implemented, it would be more interesting as a summon-based class that isn't all about necromancy.
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Nezmith

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Re: Base Class Suggestion - Dread Necromancer
« Reply #9 on: October 09, 2021, 07:18:46 PM »
This one has been on the dev radar for a couple of years already, but it's unlikely we'll ever implement this one. It is somewhat close to the pale master in concept, we have necromantic magic feats available for those who'd like bolstered undead summons and we already have the vassalich MPC template available, which is the closest a player can ever achieve lichdom in game.

I suppose there's the similarity in that they're both casters and can summon undead, but it's like comparing a rogue to a weapon master, or even a cleric to a voodan. While there is some overlap, they both have very different abilities and class features.

The problem I've always had with necromancy-focused characters (made 3 so far, two made it past 10) is that the undead-specific summons fall off very quickly after about the 8 or 9th level depending on what you fight. I called in a chieftain to aid a group against monstrous humanoid werewolves, for example, and it died in two hits while trying to figure out if it should be using improved power attack. Create Undead makes absolutely 0 summons worth the spell slot unless you're doing purely RP, and Create Greater Undead gets you a lich that casts all its spells on the first thing it sees and then sits around looking pretty (Which, I guess that's fair considering it's a lich..). The sad part is that the lich can't even fisticuffs out of a group of Recent Dead in the Vallaki crypts.

The point is just that as it's currently implemented, it's not feasible as a class focus beyond that level and to say you can make up for it with class feats is only half-true, considering Animate Dead is the only battle-worthy spell of the group. To compound matters, I'm not even sure I've ever seen a Pale Master actually summon undead in the two years I have been playing, so I can only say there's a lack of representation. That being said, it sounds like some people might be more interested in a class like so: https://www.d20pfsrd.com/classes/base-classes/summoner

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Re: Base Class Suggestion - Dread Necromancer
« Reply #10 on: October 10, 2021, 11:47:22 AM »
IMO anything that can push a player toward a life of evil is a good thing for me. If anything, id strengthen his summoning skills since they'd be partyless for most of the time


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Re: Base Class Suggestion - Dread Necromancer
« Reply #11 on: October 10, 2021, 12:25:20 PM »
I agree with the last two posts; sure, there's not a huge amount of conceptual space between the DN and the PM, but then again there's a lot of conceptual overlap between caster classes. Heck, there's not even that much air between Wizards and Sorcerers when you get right down to it.

And yeah, people don't play PMs for the summons, as far as I can tell they play them to be tough stealthy necro-wizards.

I hope the Dev team reconsiders, I think the class could be fun, albeit obviously it would have to be tweaked.
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MAB77

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Re: Base Class Suggestion - Dread Necromancer
« Reply #12 on: October 10, 2021, 02:02:20 PM »
It's not just the concept. There are a host of other factors to consider when adding any new class. Is it really one we need? Does it improve the server? Can similar results be achieved with what's already in-game? And let's not forget the difficulty of the implementation. It's hard to do; it takes a crazy amount of time for volunteers that also have families. full-time jobs and real-life responsibilities; it takes skills. It implies working with a frustratingly aging game engine that is still largely hard-coded. Anything combat or metamagic related is notoriously known to be next to impossible to implement. Not to mention that there are far more interesting classes and PrCs we'd like to be able to implement first. So the bottom line is simple. Would new classes be cool? Yes. Is the Dread Necromancer worth the effort? No.

That said, don't take my word for it. I'm not telling you we don't want that class. I have reserves about it, but I am not fundamentally against it. I'm just telling you the cost/benefit to do it isn't there. This is usually true of any proposed class and PrC. I invite you to open the toolset and dabble with it, if you can script the class to work as in P&P in your own personal module, by all mean, submit it to us for revision and tender your application to the Dev team!

//Addendum, it's not hard no. There is always the possibility for a dev to pick up that project eventually. The biggest problem is the end result, I can't see any reasons justifying a character to automatically gain lichdom. I would not even allow it in my own P&P game/ or retire the character to NPC status upon the transformation.
« Last Edit: October 10, 2021, 02:18:19 PM by MAB77 »
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Nezmith

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Re: Base Class Suggestion - Dread Necromancer
« Reply #13 on: October 10, 2021, 05:54:43 PM »
The biggest problem is the end result, I can't see any reasons justifying a character to automatically gain lichdom.

This is something I mentioned in my OP, you can have a DN that levels to 20 and doesn't turn into a lich. From what I understand, a lot of DND circles have an 'undead transformation' rather than strictly a 'lich transformation'. A DN 20, while it gains undead traits and a retroactive d12 hit die, the trait is still worded that the character has to physically go through the journey of actually becoming a lich. A phylactery must still be made at some point (and the option is given to do so for free), but aside from that, there is no compulsion for an actual lich transformation. From what I understand from very basic DND legalese, the trait should mention that the lich template is given, and a reference to the appropriate template should accompany it, but it does not. In the end, it's player choice, and just like becoming a (vassal)lich on this server, that falls to player choice. I assume the class would have to be tweaked either way, so (and I understand the workload argument) you could simply substitute other undead templates in exchange for guaranteed access to lichdom

Edit: This is actually a topic that has been pretty heated over the past decade. Apparently Wizards CS settled the matter awhile back: 

Quote
Lich Transformation: According to Wizards Custserv [Incident: 070501-000021], you do not gain the Lich template with this ability . You do gain the undead template and have lich like class abilities. Clarification is needed concerning the phylactery. RAW gives a useless phylactery but the class description implies that you would gain the phylactery ability. If you are already undead, there seems to be no reason to take this level as you only are gaining the 9th level spell and the ability to make a useless wonderous item for free.

Quote
According to MM, "A Lich is an undead spellcaster, who has used its magical powers to unnaturally extend its life".
"Lich template" is only one of the ways to become a Lich, and quite a restrictive one - Dracoliches and Dread Necromancers are some of the other ones.
« Last Edit: October 10, 2021, 07:37:32 PM by Nezmith »

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Re: Base Class Suggestion - Dread Necromancer
« Reply #14 on: October 10, 2021, 07:42:57 PM »
While the class has potential and somewhat fills a niche that is interesting to explore (a base class necromancer specialist), we won't add a class that lets someone become undead. Becoming a MPC requires an application and comes with a completely different role, not something you could get by levelling up into a class.

Additionally, this is a class that would raise the person's OCR a lot and very quickly, much like a Pale Master. I'm not sure I'm comfortable with a base class that triggers OCR since people who play base classes don't really know the ins and outs of the server.
« Last Edit: October 10, 2021, 07:46:22 PM by EO »

Nezmith

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Re: Base Class Suggestion - Dread Necromancer
« Reply #15 on: October 10, 2021, 07:58:29 PM »
While the class has potential and somewhat fills a niche that is interesting to explore (a base class necromancer specialist), we won't add a class that lets someone become undead. Becoming a MPC requires an application and comes with a completely different role, not something you could get by levelling up into a class.

Additionally, this is a class that would raise the person's OCR a lot and very quickly, much like a Pale Master. I'm not sure I'm comfortable with a base class that triggers OCR since people who play base classes don't really know the ins and outs of the server.

Can we take this to mean there will also never be undead/half-undead races introduced for character creation?

OCR is also already a huge problem for people who make half-orcs/calibans/certain app races or simply cast magic in front of an NPC a couple times. It's something people learn through experience one way or another and I'd figure they could see from an RP perspective that looking ghoulish probably isn't good for business

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Re: Base Class Suggestion - Dread Necromancer
« Reply #16 on: October 10, 2021, 08:00:29 PM »
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Can we take this to mean there will also never be undead/half-undead races introduced for character creation?

Indeed, with the exception of AMPCs, which require an application to the DM team.

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OCR is also already a huge problem for people who make half-orcs/calibans/certain app races or simply cast magic in front of an NPC a couple times. It's something people learn through experience one way or another and I'd figure they could see from an RP perspective that looking ghoulish probably isn't good for business

That's a fair point.

Nezmith

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Re: Base Class Suggestion - Dread Necromancer
« Reply #17 on: October 10, 2021, 08:02:41 PM »
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Indeed, with the exception of AMPCs, which require an application to the DM team.

Ahah, I don't think I was ready for two dreams to be crushed so soon

Thanks anyway, then!

EO

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Re: Base Class Suggestion - Dread Necromancer
« Reply #18 on: October 10, 2021, 08:04:34 PM »
Ahah, I don't think I was ready for two dreams to be crushed so soon

Thanks anyway, then!

AMPCs remain a viable option, and we have many undead options, but the expectations are quite different from normal PCs, hence the 6-month timer.