Revised Bonedancer

Bonedancer

Fluff text here


Class Traits

Role: Controller (primary) and Striker or Leader (secondary)
Power Source: Shadow or Arcane
Key Abilities: Intelligence (primary), Constitution (secondary), ?Wisdom? (tertiary)

Armor Proficiencies: Cloth (?Hide?)
Weapon Proficiencies: Simple Melee, Simple Ranged (possibly dagger, scythe, and sickle for flavor?)
Implements: Staffs, Tomes (?Rods, Wands, Orbs, Daggers?)
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), Nature (???)


Key Features:

Summon multiple weak minions.

  • Minions use caster’s Vision for LoS. (Maybe add a talent to grant them their own or allow the caster to look through their eyes?)

Summon special Undead Foreman (Bone Boss)

  • Daily Summon – lasts till 0 HP
  • Standard Summon Defenses, HP, etc
  • Buffs Undead Minions – Temp HP, ???

Control Undead

  • Class Feature
  • Number of Minions based on a Stat (Int divided by 2?)

Ritual Casting

  • You get Ritual Caster as a bonus feat. You get the Raise Dead ritual. This can only be used once a day if you are under level 8 and you must double the components. Once you are level 8 or higher, your raised friend suffers none of the normal penalties.

Class Powers

Encounter Power to summon minions

  • Reusable if all minions are destroyed.
  • All minions must be of the same type.
  • Minion type varies by level

At-will Powers to control minion actions.

  • Attack – All (Standard), 1 is a minor
  • Move – All (Move), 1 is minor (free?)
  • Retreat – All move at speed toward caster (minor) provoking opportunity attacks.

Minion Types

Ideally, all summoned minions will be: Medium natural animate (undead). So far, skeletons are best suited for the role since most have melee and ranged attacks. Zombies might fit but become problematic as with only melee attacks. If these are disposable fodder it may be best to go with melee attacks only… or at least something that doesn’t require weapons though weapons can be fluffed into the summon.

Right now, all minions reflect the scaling bonus of their Adventure Tools counterparts. Scaling needs to be adjusted somehow.. otherwise the weaker minions are almost as powerful (if not more so) than their higher level equivalents. Maybe Heroic tier is based off the caster’s defenses and higher tiers are based off the caster’s defenses + a static bonus.

  1. Decrepit Skeleton (Level 1-10?)
    • HP 1; a missed attack never damages a minion
    • AC 15+Level; Fortitude 12+Level; Reflex 13+Level; Will 12+Level
    • Speed 6
    • Immune disease, poison
    • Longsword (weapon) * At-Will
      • Attack: (Level5) vs AC
      • Hit: 4+ [(Lvl-1)/3] damage.
    • Shortbow (weapon) * At-Will
      • Attack: Ranged 15/30; (Level5) vs AC
      • Hit: 3+ [(Lvl-1)/3] damage.
  1. Mid-Paragon Tier Minion (Level 15-24?)
    Ideas:
    1. Blightfire Wretch (lvl 14 minion Brute)
    2. Skeleton Deathguard (lvl 15 minion)
      • HP 1; a missed attack never damages a minion
      • AC 14+Level; Fortitude 13+Level; Reflex 12+Level; Will 11+Level
      • Speed 6
      • Immune disease, poison
        • Broadsword (weapon) * At-Will * Standard
          • Attack: (Level5) vs AC
          • Hit: 7+ [(Lvl -1)/3] damage.
        • Shortbow (weapon) * At-Will * Standard
          • Attack: Ranged 15/30; (Level5) vs AC
          • Hit: 7+ [(Lvl -1)/3] damage.
        • Shifting Strike * At-Will * Move
          • Effect: The deathguard shifts 2 squares.
  1. Mid-Epic Tier Minion (Level 25-30)
    Ideas:
    1. Lich Vestige (lvl 26 minion)
      • HP 1; a missed attack never damages a minion
      • AC 14+Level; Fortitude 10+Level; Reflex 14+Level; Will 12+Level
      • Speed 6
      • Immune disease, poison
      • Resist 5 necrotic
        • Death’s Touch (necrotic) * At-Will * Standard
          • Attack: (Level4) vs AC
          • Hit: 2+ [(Lvl -1)/3] necrotic damage, and the target is weakened (save ends).
        • Shadow Ray (necrotic) * At-Will * Standard
          • Attack: Ranged 20; (Level4) vs Reflex
          • Damage: 2+ [(Lvl -1)/3] necrotic damage or 15 necrotic damage if the target is an arcane power user (such as a wizard).
        • Orb of Obliteration (fire, necrotic) * Encounter * Standard
          • Attack: All liches use their standard actions to hurl a single orb of black fire that detonates on impact. Make one attack roll: Area burst 5 within 10 of one of the lich vestiges; (Level4) vs. Reflex.
          • Hit: 4 fire and necrotic damage per lich vestige making the attack, and ongoing fire and necrotic damage equal to 5 per lich vestige making the attack (save ends).

POWERS

Level 1 – At-Wills
Siphon Soul
At-Will * Necrotic, Implement
Standard Action                 Range 10
Target: One Creature
Attack: Wisdom vs. Will
Hit: 1d6 + Intelligence 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: 1d8 + Wisdom Intelligence Modifier cold damage, and the target is slowed until the end of your next turn.

Level 1 – Encounter
Necromantic Word – Necromancer Utility
Your expertise over life and death enables you to bolster your ally’s life force, fortifying it with necromantic power as you seal its wounds.
Encounter ✦ Arcane, Shadow, Healing
Minor Action – Close burst 5
Target: You or one ally in the burst
Effect: The target can spend a healing surge and gains temporary hit points equal to your Charisma modifier. If the target is an undead ally, you can spend a healing surge to give it additional temporary hit points equal to your healing surge value instead of having it spend a healing surge. Temporary hit points gained from this power stack with other temporary hit points, and last until you take a short rest.
Level 6: 3 + Charisma modifier
Level 11: 6 + Charisma modifier
Level 16: 9 + Charisma modifier
Level 21: 12 + Charisma modifier
Level 26: 15 + Charisma modifier
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
Necrofocus: You can destroy any number of corpses or undead summons you control within the burst. If you do, the target gains Charisma modifier extra temporary hit points or hit points for each corpse or undead summon destroyed in this way.

Level 1 – Daily
Summon Bone Boss

Level 2 – Utility
Bone Shards
Daily -
Minor Action
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 3 – Encounter
-Bone Skin
Encounter * Necrotic, Implement
Standard Action                 Burst 10
Target: Each summoned creatures in burst
Effect: Your summoned creatures receive 1d8 + Intelligence Modifier temporary hit points.

Level 5 – Daily
Unhallow – Wizard Daily 5
At the last word of your incantations, the ground falls into darkness, crawling with roiling tendrils of shadow.
Daily ✦ Arcane, Healing, Implement, Necrotic, Shadow, Zone
Standard Action – Close burst 1
Effect: The burst creates a zone of negative energy that lasts until the end of your next turn. You can move the zone 3 squares as a move action. Enemies that start their turn within the zone take 1d6 + Charisma modifier necrotic damage. Undead allies that start their turn (undead summons count as starting their turn at the start of their controller’s turn) within the zone regain Charisma modifier hit points, gaining any excess hit points as temporary hit points. During an encounter, temporary hit points gained from this power stack with other temporary hit points.
Sustain Minor: The zone persists.
Sustain Standard: The zone persists, and you increase the size of the burst by 1 (maximum 5).
Special: When you sustain this power, each destroyed undead summon ally within the zone revives with 1 hit point (it’s still prone). Summons revived in this way don’t cause their controller to lose a healing surge when destroyed.
Necrofocus: Once per round during your turn, you can spend a healing surge. If you do, instead of gaining hit points the power is sustained as if you had sustained it with a standard action.

Level 6 – Utility
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, (bats), spiders, snakes, or scorpions. Targets retain their natural defenses and hit points.
Sustain Minor for Target: This power lasts until the end of the encounter or for 1 hour. If you don’t sustain this power, targets revert to their natural state.

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

Level 9 – Daily
Death Coil
Daily * Necromancer, Implement
Standard Action Range 10
Target: One Creature
Attack: Intelligence Vs. Will
Hit: 1d8 + Intelligence Modifier necrotic damage, and damage dealt is turned into hit points for target ally per hit. If the hit is successful make a secondary attack.
Miss: Half Damage and damage dealt is turned into hit points for target ally per hit.

Secondary Attack:
Target: One Creature
Attack: Intelligence (Cumulative -1 per repeated secondary attack) vs. Will Cumulative -1
Hit:Intelligence Modifier necrotic damage, and damage dealt is turned into hit points for target ally per hit. Repeat secondary attack with Cumulative -1 to hit.

Level 10 – Utility
TBA

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
TBA

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
Bone Armor
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
TBA

Level 19 – Replace daily attack power

Level 20 – Gain paragon path daily attack power

Level 21 – Epic destiny feature

Level 22 – Utility Power
TBA

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).

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.

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)
  • 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

Aura: ???
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)
Aura: ???
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)
Aura: ???
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)
Aura: ???
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.


Reference Tables

Intelligence Bonus for <unknown> and number of summons

The chart below assumes a character starts with a maxed primary attribute (18 purchased + 2 racial) and is increased at every opportunity.

Level INT Bonus Bonus/2
1 20 5 2
4 21 5 2
8 22 6 3
11 23 6 3
14 24 7 3
18 25 7 3
21 26 8 4
24 27 8 4
28 28 9 4
Damage Chart for Minions
Lich Vestige Decrepit Ranged Decrepit Melee Deathguard
Level Base 2 Base 3 Base 4 Base 7
1 2 3 4 7
4 3 4 5 8
7 4 5 6 9
10 5 6 7 10
13 6 7 8 11
16 7 8 9 12
19 8 9 10 13
22 9 10 11 14
25 10 11 12 15
28 11 12 13 16
Spell Holding Tank or Possible Discard
Cloud of Rot
Daily * Necrotic, Poison, Implement, Zone
Standard Action                 Area Burst 1 Range 10
Target: Each creatures in zone
Attack: Intelligence vs. Reflex
Hit: 1d10 + Wisdom Modifier necrotic damage, and all within burst take ongoing 5 poison damage (save ends). 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.

Bones to Ash
Daily – Fire, Necrotic
Standard Ranged 10
Attack: Intelligence Vs. Reflex
Hit:3d10 + Intelligence modifier fire damage, and target takes 5 ongoing fire damage (save ends).
Miss: Half Damage and ongoing 5 fire damage (save ends).

Revised Bonedancer

Goonsquad Style Campaign (Working Title) PandaJester