Bonedancer

Bonedancer

Some fluff text describing the class.

Yet another necromancer set of suggestions…


Class Traits

Role: Controller or Striker Leader
Power Source: Divine (of a sort), Shadow or Arcane
Key Abilities: Primary: Wisdom/Intelligence, Secondary: Wisdom/Intelligence, Tertiary: Constitution

Armor Proficiencies: Cloth (?Leather?)
Weapon Proficiencies: Simple Melee, Simple Ranged
Implements: Staffs, Tomes (?Rods, Wands, Orbs?)
Bonus To Defense: +1 Fort, +1 Will (Not sure.. this may be tuned later)

Hit Points at 1st level: 10 + Constitution Score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution Modifier

Trained Skills: Religion or Arcana. From the list below, choose X more trained skills at level 1:
Class Skills: Arcana (Int), Dungeoneering (Wis), Endurance (Con), Religion (Int), ???


Class Features:

CONTROL MINIONS

~~ I see two options for this: ~Bob
Set Amount: Can control up to 5 minions at 1st level,7 at 3rd, 8 at 5th, and 10 at 10th (probably much lower)
Variable: The number of minions you can control is somehow linked to your primary stat? For example: the stronger your willpower the more focus and control you have over the animated corpses of the undead. Can control up to [Wisdom Modifier/2] minions.

~~ I am leaning more toward a class-based power to command your creatures to attack.~Bob
Minion: Melee Basic Attack
Necromancer Feature
Your Minions strike your enemy with their powerful daggers
At-Will * Shadow, Summoning, Weapon Implement
Minor Action                 Melee 2
Target: One Creature
Attack: Intelligence vs. Reflex AC
Hit: 1d6+Intelligence modifier damage
Special: You can command all your minions as a standard action or 1 as a minor

Source

~~ Still not sure about the summoning mechanic yet. Leaning toward an at-will power of some kind requiring the focus to be up (still unsure why this is needed mechanically… maybe a good story reason for it?).


Powers:

Level 1 – At-Wills
Siphon Soul
At-Will * Necrotic, Implement
Standard Action                 Range 10
Target: One Creature
Attack: Wisdom vs. Will
Hit: 1d4+Wisdom Modifier necrotic damage, and an undead follower of your choice receives (?temporary?) hit points equal to the damage done.

Icy Grip
At-Will * Cold, Implement
Standard Action                 Range 10
Target: One Creature
Attack: Intelligence vs. AC
Hit: 1d6 + Wisdom Intelligence Modifier cold damage, and the target is slowed until the end of your next turn.

Level 1 – Encounter
Summon Bone Boss – See Summoned Creatures.1

Level 1 – Daily
Cloud of Rot
Daily * Necrotic, Poison, Implement, Zone
Standard Action                 Area Burst 1 Range 10
Target: Each creatures in zone
Attack: Wisdom vs. ???
Hit: 1d8 + Wisdom Modifier necrotic damage, and all within burst take ongoing 5 poison damage (save ends). Burst persists until the end of the encounter. Creatures entering the zone take 5 poison damage and creatures who end their turns in the zone take an ongoing 5 poison damage (save ends). Sustain Minor: Zone persists.

~~ AoE attack, that persists (even with a sustain cost) and does ongoing damage as a lvl 1 daily? Feels a bit OP at this level. Will revisit later. ~Bob

Level 2 – Utility
- Summon Undead Army Member 1 – (Considering removing these and maybe making different member types Feats instead…)

Bone Skin
Encounter * ???, Implement
(?Minor) Action                 Burst 10
Target: Each summoned creatures in burst
Effect: Your summoned creatures receive 1d6 + Intelligence Modifier temporary hit points.

Level 3 – Encounter
Bone Skin – 1d6 + Intelligence Modifier necrotic damage. Your summoned
creatures receive temporary hit points equal to the damage dealt this way.

~~ Feels like a better fit as a utility power. ~Bob

Level 5 – Daily
Bone Shards – Until the end of the encounter whenever you or your summoned
creatures are hit by an attack the attacking enemy takes your Intelligence Modifier damage.

~~ Same as Bone Skin. Feels like a better fit as a Utility power. ~Bob

Level 6 – Utility
Summon Undead Army Member 2

Bone Shards
Daily * ???, Implement
(?Standard) Action                 (?Burst 10 – No Range?)
Target: Summoned Creatures (see range)
Effect: Until the end of the encounter whenever you or your summoned creatures are hit by an attack the attacking enemy takes your Intelligence Modifier as damage.

Level 7 – Encounter
Veil of Darkness
Encounter * Shadow, Implement
Standard Action Area Burst 2 Range 10
Target: All enemies within burst
Attack: Intelligence Vs. ???
Hit: 1d10 + Intelligence Modifier shadow damage, and target is weakened (save ends).

Level 9 – Daily
Bones to Ash
3d10 + Intelligence modifier fire damage, and target takes 5 ongoing fire damage (save ends).

Level 10 – Utility
Summon Undead Army Member 3

Level 11 – Encounter, Paragon Path Feature
Encounter * Necrotic, Implement
A Final Reprieve
Standard Action Range (?)10
Target: Summoned Creature
Effect: Caster places a spell on target summoned creature, instantly reducing it to 0 hit points and causing it to explode.

Secondary Target: Area Burst 2, Each creature surrounding target summoned creature.
Attack: Intelligence vs. Reflex
Damage: 3d6 + Intelligence Modifier necrotic damage.
Effect: You push each target up to three squares away from the burst’s origin square.

Level 12 – Utility Power
Death Greeter’s Gift
Daily * Implement
Minor Action Close Burst 2
Target You and each ally in the burst
Effect: Each target gains the following benefits until the end of the encounter. Resist 10 necrotic. – +2 power bonus to death saving throws and saving throws against effects that slow or weaken. – Immunity to being turned into an undead creature

Level 13 – Replace Encounter Power
Summon Bone Chieftain – See Summoned Creatures

Level 15 – Replace daily attack power
Wall of Bone
Standard Action Wall 12 within 10 squares
Effect: You conjure a solid wall of contiguous squares filled with arcane bones and remains. The wall can up to 12 squares long and up to 6 squares high.Any creature that starts its turn adjacent to the wall takes 2d6 + Intelligence modifier necrotic damage. The wall prevents movement. No creature can enter a square containing the wall.

Special: As a standard action, a creature can attack one square of the wall. Each square has 50 hit points. Any creature that makes a melee attack against the wall takes 2d6 necrotic damage. The wall has vulnerability 25 to radiant. If the wall is not destroyed, it falls apart after 1 hour leaving behind the remains of the dead.

Level 16 – Utility Power, Paragon Path Feature
Boneskin
Daily
Standard action
Target: You or one ally
Effect: The target gains resist 10 to all damage until the end of the encounter or for 5 mins.

Level 17 – Replace Encounter power
Summon Bone Commander – See Summoned Creatures.

Level 19 – Replace daily attack power

Level 20 – Gain paragon path daily attack power

Level 21 – Epic destiny feature

Level 22 – Utility Power
Small Servants of Death
Daily
Standard Action Close Burst 5
Targets: You and each ally in burst
Effect: All targets are polymorphed into either rats, spiders, snakes, or scorpions. Targets retain their natural defenses and hit points.
Sustain Minor for Target: You can sustain this power until the end of the encounter or for 1 hour. If you don’t sustain this power, all targets revert to their natural state.

~~ Nifty idea though it needs a defined duration. Target Allies can probably not attack or use powers while morphed or have a very weak attack. Another thing, is the sustain for 1 target or all targets.. should the all target sustain be a standard? ~Bob

Level 23 – Replace Encounter Power
Summon Bone Master – See Summoned Creatures

Level 24 – Epic destiny feature

Level 25 – Replace daily power
Web of Tendons
Daily * Necrotic, Implement, Zone
Standard Action Area burst 3 Range 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 4d6 + Intelligence modifier necrotic damage, and the target is immobilized (save ends).
Effect: The burst creates a web-filled zone until the end of the encounter or for 5 minutes. The zone is difficult terrain. Any creature in the web at the start of its turn takes 4d6
necrotic damage. Any creature that ends its move in the web is immobilized (save ends).

~~ Though I’ve never had a lvl 24 character in 4e, this seems an appropriate place for an encounter long zone. Is there precedent for this? ~Bob

Level 26 – Epic destiny utility power

Level 27 – Replace 1 encounter power
Bone Cage
Encounter * Necrotic, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier necrotic damage. The target is confined in the bone cage until it destroys the Bone Cage. While confined, it is immobilized, grants combat advantage,
and cannot gain line of effect against enemies outside of the cage. The cage has 120 hit points and has the caster’s defenses. Ongoing 10 necrotic damage each turn the target begins his turn in the bone cage. The target cannot target those outside of the cage and those outside of the cage cannot target the target inside the cage.

~~ Feels OP but I’m not worried about the character getting to this point too quickly. Still, is it balanced? ~Bob

Level 29 – Replace 1 daily power

Level 30 – Epic destiny feature


Creature Statistics:

Unless otherwise noted, all creatures share the following common features:

HP: Bloodied Value (Boss), Surge Value (Minion)
Healing Surges: None, but you can lose a healing surge for the Bone Boss if an effect allows it to spend one.
Defenses: Your Defenses, not including any temporary bonuses or penalties.
Speed: 6

Boss Types

1Bone Boss

Standard Action – At-Will
Attack: Melee 1 (One Creature): Your level + 6 4 vs AC
Hit: 2d6 + your Intelligence modifier damage, and the target cannot shift until the end of its next turn

Bone Chieftain (Replaces Bone Boss at Level 13)
Standard Action – At-Will
Attack: Melee 1 (One Creature): Your level + 7 vs AC
Hit: 2d8 + your Intelligence modifier damage, and the target cannot shift until the end of its next turn

Bone Commander (Replaces Bone Chieftain at Level 17)
Standard Action – At-Will
Attack: Melee 1 (One Creature): Your level + 8 vs AC
Hit: 3d6 + your Intelligence modifier damage, and the target cannot shift until the end of its next turn.

Bone Master (Replaces Bone Commander at Level 23)
Standard Action – At-Will
Attack: Melee 1 (One Creature): Your level + 9 vs AC
Hit: 3d8 + your Intelligence modifier damage, and the target cannot shift until the end of its next turn.

Minion Types:

Bone Fighter (Summon Type Gained at Level 2)
Attack: Melee 1 (One Creature): Your level + 4 6 vs AC
Hit: 1d8 + your Intelligence modifier damage.

Possibly lvl 10
Bone Archer (Summon Type Gained at Level 6)
Attack: Range 10/20 (One Creature): Your level + 6 vs AC
Hit: 1d8 1d4 + your Intelligence modifier damage.

I think this should be Paragon tier.
Bone Mender (Summon Type Gained at Level 10 )
Standard At-Will
Heal: 1d6 + Intelligence modifier hit points is granted to you or target summoned creature you control.
Standard At-Will
Attack: Melee 1 (One Creature): Your level + 4 6 vs AC
Hit: 1d4 + your Intelligence modifier damage.


Thoughts part 3 (5/2)

~~ What if’s… Standard minions were available at lvl 1. Bone Boss was a higher level power (maybe feat, though probably not) that provided all minions with a boost (hp, defense, attack, etc?) maybe as an aura . ~~Bob


Thoughts part 2

just a few ideas for the class traits based on wizard (summoner) and invoker classes. There was a lot of discussion on using the invoker’s powers as a base to make a summoning necromancer. I’ll be looking into that more as well. ~Bob
Other Possible Powers:

Visions of Blood (Invoker, lvl 1 At-Will) – damage + -1 to defenses till next turn. fluff text is awesome

Angelic Protector (Invoker, lvl 1 Daily) – change to shadow instead of divine


Thoughts Part 1

Late Night Note – OK, WOW. Found someone who created something very much like what you are doing. They needed a “summoner” for their campaign to handle hordes of undead. It has some good stuff and made me think of something. At lower levels (or even higher) when summoning a “large number of undead” why not treat them as a swarm/mob? low levels have rat and spider swarm but higher levels will group up multiple rust monsters as a swarm… why not with summons? Summoner – WoTC Forums. ~Bob

2nd Late Night (early morning?) Note – Maybe some good ideas here but I was starting to get bleary eyed… will look at it more later… Dread Necromancer – WoTC Forums. ~Bob


Bonedancer

Goonsquad Style Campaign (Working Title) Drakalu