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[4th Ed] The Accordlands Conversion 
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Command Staff
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Post Re: [4th Ed] The Accordlands Conversion
Necromancer

Role: Controller. You are able to attack large numbers of enemies at once and place hinderances on the battlefield in the form of undead creatures.
Power Source: Arcane. You study ancient tomes and channel necrotic potency through study of magic.
Key Abilities: Intelligence, Constitution, Charisma

Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, quarterstaff
Implement: Staffs
Bonus to Defense: +2 Will

Hit points at 1st level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 8 + Constitution Modifier

Trained Skills: Arcana or Religion. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Arcana (Int), Dungeoneering (Wis), History (Int), Intimidate (Cha), Nature (Int), Religion (Int)

Class Features:

Ritual Book--You begin the game with the Ritual Casting feat, and a free spellbook which contains the Create Undead ritual as well as two other rituals of your choice, all of which you have already mastered. At 5th level, you add the Blood Rite ritual and one other ritual of your choice to your ritual book. At 11th level, you gain the Cheat Death ritual, plus one other ritual. At 15th level, you gain the Death Beyond Death ritual, plus one other ritual. At level 21, you gain the Death Is But A Door ritual, as well as one other ritual. At level 25, you gain the No Rest ritual, plus one additional ritual.

Necromancer Cantrips:

You choose two cantrips from the Wizard list. In addition, you gain the following two cantrips as at-will powers.

Blighting Touch
At-Will - Arcane
Standard Action (Melee)
Effect: You can use this effect to cause discomfort to living creatures. You can produce effects like uncomfortable cold, or a mild, dull pain. If you use this power on a small plant, you cause the plant to wither and turn black. Using this power on a larger plant causes a blight around the area that you touched. This power cannot deal damage or otherwise hinder another creature in any way. If the target is unwilling, you must make a Strength vs. AC attack in order to successfully touch the subject.

Poltergeist
At-Will - Arcane
Standard Action (Burst 5 within 10 squares)
Effect: You create an area where supernatural effects randomly occur.

Poltergeist effects:

If poltergeist effects are inappropriate or impossible given a specific setting, then simply reroll. Roll 1d12 every 10 minutes. Poltergeists are stronger at night. Roll every 5 minutes at night.

1--An object falls off a shelf, table, or similar surface.
2--A small object or series of objects animate. Most animated objects fly, although some may move in a different manner (an animated doll may walk, for example).
3--The area reeks of decaying flesh, with no apparant source.
4--People in the area gain chills and suddenly feel cold.
5--An individual, usually either superstitious or of particularly weak will, has a sinister vision.
6--Dancing lights are seen at the location by onlookers. When they come to investigate, everything is normal.
7--Blood drips from walls, statues, or infests people's food or drink.
8--Flies begin swarming the area. The swarm dissipates after a minute.
9--People begin feeling light tugs on their clothes and skin, by seemingly invisibile hands.
10--Forlourne singing, wailing, or cackling is heard by onlookers. When they come to investigate, everything is normal.
11--Roll twice again, or choose which one of the above you want to activate. If you roll twice again, reroll results of 11.
12--You may make up your own effect, or reroll.

The dreams of people sleeping within the area of a Poltergeist become disturbing, and people remember them acutely after they wake up. This power lasts for one hour, but you can dismiss it as a minor action. Poltergeists cannot create effects that cause damage, duplicate other powers, or hinder another creature's actions.
Special: You can only have one Poltergeist effect active at once.

Rebuke Undead--You gain the following Encounter Power:

Rebuke Undead (Necromancer Feature)
You exert your mental control over enemy undead creatures.
Encounter - Implement
Standard Action Close burst 2 (5 at 11th level, 8 at 21st level)
Target: Each enemy undead creature in burst.
Attack: Intelligence vs. Will
Hit: 1d10+Intelligence modifier psychic damage, and the targets are dazed (save ends). The targets recieve a penalty to their saving throws against this power equal to your Charisma modifier. Increase damage to 2d10+Intelligence modifier at 5th level, 3d10+Intelligence modifier at 11th level, 4d10+Intelligence modifier at 15th level, 5d10+Intelligence modifier at 21st level, and 6d10+Intelligence modifier at 25th level. This power does not work against Severed Undead.
Miss: Half damage, and the target is not stunned.

Death's Threshold

Necromancers are unnaturally robust due to their connection to death magic. They add their Constitution modifier to saving throws against stun and weakening effects. At paragon level, they can apply this bonus against dazing and dominating effects. At epic level, the bonus increases by an additional +2.

Level 1 At-Will Spells

Breath of Ice (Necromancer Attack 1)
As you cast the spell, your breath becomes clouded. A frigid mist descends upon your foes.
At Will - Arcane, Cold, Implement
Standard Action (Burst 1 within 10 squares)
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6+Intelligence modifier cold damage, and the targets are slowed until the end of your next turn. Increase damage to 2d6+Intelligence modifier at 21st level.

Flesh and Bone (Necromancer Attack 1)
Tendrils of flame snake around your targets flesh, burning them to the bone.
At Will - Arcane, Fire, Implement
Standard Action (Ranged 10)
Target: One Creature
Attack: Intelligence vs. Reflex
Hit: 1d10+Intelligence modifier fire damage. Increase damage to 2d10+Intelligence modifier at 21st level.

Inflict Pain (Necromancer Attack 1)
You produce wracking spasms of pain in the target, disrupting it's combat capability.
At Will - Arcane, Implement, Necrotic
Standard Action (Ranged 10)
Target: One Creature
Attack: Intelligence vs. Fortitude
Hit: 1d8+Intelligence modifier necrotic damage.
Increase damage to 2d8+Intelligence modifier at 21st level.
Special: The target takes a -2 penalty on its next melee attack.

Steal Life (Necromancer Attack 1)
Your necromantic prowress siphons life from a creature, and you gain a small portion of the vitality that was once theirs.
At Will - Arcane, Healing, Implement, Necrotic
Standard Action (Ranged 10)
Target: One Creature
Attack: Intelligence vs. Fortitude
Hit: 1d6+Intelligence modifier necrotic damage. Increase damage to 2d6+Intelligence modifier at 21st level.
Special: You gain temporary hit points equal to your Charisma Modifier plus half your level.

Wail of Souls (Necromancer Attack 1)
You utter a frightful moan, and a cacaphony of spirits answers your call.
At Will - Arcane, Implement, Psychic
Standard Action (Close burst 3)
Target: All creatures in range.
Attack: Intelligence vs. Fortitude
Hit: 1d8+Intelligence modifier psychic damage.
Increase damage to 2d8+Intelligence modifier at 21st level.

Level 1 Encounter Spells

Ghoul's Caress (Necromancer Attack 1)
Your target becomes paralyzed by the power of your spell, and begins to exude a stench that overwhelms those nearby.
Encounter - Arcane, Implement
Standard Action (Range 10)
Primary Target: One creature
Attack: Intelligence vs. Fortitude
Hit: The target is immobilized (save ends). Make a secondary attack.
Secondary Target: Each creature adjacent to the primary target.
Secondary Attack: Intelligence vs. Fortitude
Secondary Hit: The target is weakened until the end of your next turn.

Limb Disruption (Necromancer Attack 1)
You wither the limb of one of your opponents, inhibiting its ability to deal damage or move.
Encounter - Arcane, Implement, Necrotic
Standard Action (Ranged 10)
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d8+Intelligence modifier necrotic damage, and the target is weakened or slowed (your choice) until the end of your next turn.

Song of Blood (Necromancer Attack 1)
As the spell concludes, enemies around you begin to gush blood from wounds already inflicted.
Encounter - Arcane, Implement, Necrotic
Standard Action (Close burst 5)
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 1d6+Intelligence modifier necrotic damage. If the target was already not at max hit points, then it gains ongoing 5 necrotic damage.
Special: Deafened creatures are not affected by Song of Blood.

Unnerving Rebuke (Necromancer Attack 1)
Your instill a tiny spark of fear and doubt in the hearts of your opponents. Suddenly, they don't look so sure of themselves anymore.
Encounter - Arcane, Fear, Implement, Psychic
Standard Action (Burst 1 within 10 squares)
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: 1d10+Intelligence modifier psychic damage. The targets take a -2 penalty on all attacks (save ends).

Level 1 Daily Spells

Blood Lattice (Necromancer Attack 1)
You instill the target with an unstable spark of electricity. After the creature takes damage, the spark explodes.
Daily - Arcane, Implement, Lightning
Standard Action (Ranged 10)
Attack: Intelligence vs. Will
Hit: The next time the target takes damage, this spell discharges, dealing 3d8+Intelligence modifier lightning damage damage. Afterwards, make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target.
Secondary Attack: Intelligence vs. Reflex
Hit: 2d6+Intelligence modifier lightning damage.
Secondary Miss: Half damage.
Special: If the encounter ends before this spell discharges, the effects end harmlessly.

Shallow Graves (Necromancer Attack 1)
Skeletal hands burst from the ground and grasp at your enemies' feet.
Daily - Arcane, Implement
Standard Action (Burst 2 within 10 feet)
Target: Each enemy in burst.
Attack: Intelligence vs. Reflex
Hit: 2d8+Intelligence modifier damage, and the target is immobilized until the end of your next turn.
Effect: The spell's area is difficult terrain until the end of your next turn. You can end this effect as a minor action.

Soul Knife (Necromancer Attack 1)
You conjure a wicked dagger made out of pure force. It flies around, attacking your foes.
Daily - Arcane, Implement, Force
Standard Action (Ranged 5)
Effect: You conjure a dagger of force in an unoccupied square within range, and it attacks. As a move action, you can move the dagger to a new target within range. The dagger lasts until the end of your next turn.
Target: One creature adjacent to the dagger
Attack: Intelligence vs. Reflex
Hit: 1d6+Intelligence modifier force damage.
Sustain Minor: When you sustain the dagger, it attacks again. The knife disappears after making three attacks.

Vampiric Absorbsion (Necromancer Attack 1)
Orbs of necrotic energy invade the target's body, then coalesce into a single ball of energy which streaks toward you to deliver much needed life energy.
Daily - Arcane, Implement, Healing, Necrotic
Standard Action (Ranged 10)
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d10+Intelligence modifier necrotic damage, and you can spend a healing surge.

Level 2 Utility Spells

Cloak of Fear (Necromancer Utility 2)
Daily - Arcane
Free Action (Personal)
Each enemy adjacent to you shifts two squares away from you.

Essence Flow (Necromancer Utility 2)
Daily - Arcane
Immediate Interrupt (Range 10)
Trigger: A creature within range dies.
Effect: You gain a +4 power bonus to your Intelligence score until the end of your next turn.

False Life (Necromancer Utility 2)
Daily - Arcane, Healing
Minor Action (Personal)
Effect: You gain temporary hit points equal to 1d10+your Intelligence modifier.

Silent Guardian (Necromancer Utility 2)
Daily - Arcane, Conjuration
Standard Action (Melee)
You touch a corpse, which animates for a brief period. The corpse makes no attacks, does not flank, and has a speed of 4 squares. You can direct it to move as a move action. It has 30 hit points, resistance 5 to necrotic, and vulnerability to radiance 10. It has 12 AC, 12 Fortitude, 9 Reflex, and 10 Will. You gain a +2 bonus to AC and Reflex Defense while the Guardian is adjacent to you. Once, you can redirect half the damage you took from a single attack to the Guardian. The Guardian lasts until the end of the encounter or for 5 minutes. If the Guardian is ever more than 10 squares away from you, it crumbles to dust.

Level 3 Encounter Spells

Bone Spear (Necromancer Attack 3)
You hurl a conjured spear of bone toward the target. It shatters on impact, the shrapnel tearing through the surrounding area.
Encounter - Arcane, Implement
Standard Action (Ranged 20)
Primary Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d10+Intelligence modifier damage. Make a secondary attack.
Secondary Target: Each creature adjacent to the primary target.
Secondary Attack: Intelligence vs. Reflex
Secondary Hit: 1d10+Intelligence modifier damage.

Death for Death (Necromancer Attack 3)
You are able to sacrifice some of your own life force in order to harm your enemies.
Encounter - Arcane, Fire, Implement
Standard Action (Ranged 10)
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d8+Intelligence modifier fire damage.
Special: You can spend up to 3 healing surges when you cast this spell. Instead of regaining hit points, you add 1d8 to the damage for each healing surge you spend.

Death Stench (Necromancer Attack 3)
You conjure a horrid cloud of rancid air.
Encounter - Arcane, Implement, Poison
Standard Action (Burst 2 within 10 squares)
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 1d6+Intelligence modifier poison damage, and the target is dazed until the end of your next turn.

Soul Snare (Necromancer Attack 3)
You create reaving aura which draws the life force of your enemies toward you.
Encounter - Arcane, Healing, Implement, Necrotic
Standard Action (Close burst 3)
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: 1d10+Intelligence modifier necrotic damage.
Effect: You gain a number of temporary hit points equal to the number of creatures damaged by this spell, plus one for every non-minion creature which was reduce to zero hit points.

Level 5 Daily Spells

Boneshard Storm (Necromancer Attack 5)
You conjure a lifeless skeleton, which instantly shatters. The shards viciously whirl around, driven by potent necromancy.
Daily - Arcane, Implement, Zone
Standard Acton (Area burst 2 within 20 squares)
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 2d6+Intelligence modifier damage.
Effect: The burst creates a zone of whirling shards of bone. Creatures that enter the zone or start their turns there take 2d6+Intelligence modifier damage. As a move action, you can move the zone up to 6 squares.
Sustain Minor: The zone persists.

Contagion (Necromancer Attack 5)
You infuse the target with a potent, fast acting disease, which eats away at its vitality.
Daily - Arcane, Impliment, Poison
Standard Action (Range 10)
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 3d8+Intelligence modifier poison damage, and the target takes 5 ongoing poison damage (save ends).
Miss: Half damage, and no ongoing damage.

Lifetap (Necromancer Attack 5)
Necromantic energy courses through your bodies of your foes, fueling your own vitality.
Daily - Arcane, Healing, Implement, Necrotic
Standard Action (Burst 1 within 10 squares)
Primary Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d8+Intelligence modifier necrotic damage, and you regain the use of your second wind.
Miss: Half damage, you do not regain your second wind.
Special: You only have to hit one creature with this attack to get back your second wind. If you hit at least three creatures with this power, then you can use your second wind as a free action this turn.

Words of Woe (Necromancer Attack 5)
Your words instill a palpable feeling of intense dread.
Daily - Arcane, Implement, Fear, Psychic
Standard Action (Range 10)
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d10+Intelligence modifier psychic damage, and the target is slowed and weakened (save ends both).

Level 6 Utility

Deadly Focus (Necromancer Utility 6)
You turn a portion of your life force into raw arcane power.
Daily - Arcane
Minor Action (Personal)
Effect: You take damage equal to half your healing surge value. You gain your Constitution modifier as a power bonus to attack and damage rolls for the next spell you cast.

Death Step (Necromancer Utility 6)
A nearby creature's life is extinguished, and you teleport to where it once stood.
Daily - Arcane, Teleportation
Immediate Interrupt (Range 20)
Trigger: A creature within range dies.
Effect: Teleport to that creature's square. If that creature occupied multiple squares, you can choose which one to teleport to.

Deathless Vigor (Necromancer Utility 6)
You shrug off malignant effects that have been plagueing you.
Encounter - Arcane
Minor Action (Personal)
Effect: Make a saving throw with a +2 bonus.

Soul Link (Necromancer Utility 6)
A willing ally grants you some of his restorative energy.
Encounter - Arcane
Standard Action (Ranged 5)
Target: Any willing ally
Effect: The target spends a healing surge, but gains no hit points. Instead, you gain hit points as if you had spent a healing surge.
Special: You may only use Soul Link on a single individual once per day. If you use Soul Link again, it must be on a different willing ally.

Spectre's Candle (Necromancer Utility 6)
A ghostly hand appears carrying a candle. The light of this candle gives you supernatural benefits.
At-Will - Arcane, Conjuration
Standard Action (Ranged 3)
Effect: You conjure a spiritual hand holding a spectral lantern that appears in 1 square within range and sheds light 5 squares in all directions. You and allies in the light gain a +2 bonus to skill checks made to perform Rituals.

Level 7 Encounter Spells

Caustic Squall (Necromancer Attack 7)
You create a localized storm of acid that rains caustic liquid upon your foes.
Encounter - Acid, Arcane, Implement
Standard Action (Area burst 2 within 10 squares)
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 3d8+Intelligence modifier acid damage.

Chill of Death (Necromancer Attack 7)
Ghostly, frigid hands appear before the targetted creatures, clinging to them and enveloping them in a cold embrace.
Encounter - Arcane, Cold, Implement
Standard Action (Area burst 3 within 20 squares)
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 2d10+Intelligence modifier cold damage.

Demon Skull (Necromancer Attack 7)
You conjure a giant demonic skull, which proceeds to bowl over the opposition.
Encounter - Arcane, Force, Implement
Standard Action (Ranged 10)
Target: One Creature
Hit: 3d8+Intelligence modifier force damage, and you push the target 2 squares and it is knocked prone.

Touch of the Wraith (Necromancer Attack 7)
A ghostly entity appears and makes a sweeping attack against your foes.
Encounter - Arcane, Implement, Necrotic
Standard Action (Ranged 20)
Target: One or two creatures, who must be adjacent to each other
Attack: Intelligence vs. Fortitude, one attack per target
Hit: 2d12+Intelligence modifier necrotic damage.

Level 9 Daily Spells

Clinging Miasma (Necromancer Attack 9)
You create a cloud of poisonous gas, but its effects tend to linger on those who pass through it.
Daily - Arcane, Implement, Poison, Zone
Standard Action (Area burst 2 within 10 squares)
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6+Intelligence modifier poison damage and 5 ongoing poison damage (save ends).
Miss: Half damage, and no ongoing damage.
Effect: The burst creates a zone of poisonous vapor that lasts until the end of your next turn. Creatures that enter the zone or start their turns there take 1d6+Intelligence modifier poison damage and ongoing 5 poison damage (save ends). As a move action, you can move the zone up to 6 squares.

Twice-Fatal Blast (Necromancer Attack 9)
You react to an enemy's death by turning it's corpse into a lethal weapon.
Daily - Arcane, Force, Implement
Immediate Interrupt (Range 10)
Trigger: A creature within range dies.
Effect: The corpse of the creature explodes. Make an attack against creatures adjacent to the corpse.
Attack: Intelligence vs. Reflex.
Hit: 2d6+Intelligence modifier force damage.

Visage of Terror (Necromancer Attack 9)
Surrounding enemies are drained of their sanity as they watch your face warp and become grotesque.
Daily - Arcane, Fear, Implement, Psychic
Standard Action (Close burst 3)
Target: All enemies in burst
Attack: Intelligence vs. Will
Hit: 2d8+Intelligence modifier psychic damage, you push the target a number of squares equal to your Charisma modifier, and the target is dazed until the end of your next turn.

Winter's Shadow (Necromancer Attack 9)
The target of your spell briefly loses all semblance of life as icy arcane cold courses through its body.
Daily - Arcane, Cold, Implement
Standard Action (Ranged 5)
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d8+Intelligence modifier cold damage, and the target is stunned until the end of your next turn.

Level 10 Utility Spells

Rally of the Damned (Necromancer Utility 10)
Undead allies learn to not fear priests and their ilk.
Daily - Arcane
Standard Action (Close burst 5)
Target: Each undead ally in burst.
Effect: The targets lose any vulerability they have to radiant damage. In addition, they gain a +2 power bonus to AC, Fortitude, Reflex, and Will defenses. These bonuses last until the end of the encounter or for 5 minutes.
Special: You also gain these benefits if you are an undead creature.

Strength of Death (Necromancer Utility 10)
You draw upon many of the benefits that undead creatures regularly enjoy, if only for a brief period.
Daily - Arcane
Standard Action (Personal)
Effect: You gain immunity to poison, and you cannot contract diseases while this power is active (but it doesn't remove diseases that are already afflicting you.) You also don't need to breath. The effects of this power last for one hour.

Wall of Bones (Necromancer Utility 10)
A wall consisting of skulls, ribs, and other bones erupts from the ground.
Daily - Arcane, Conjuration
Standard Action (Area wall 8 within 10)
Effect: You conjure a wall that consists of contiguous squares filled with bone. The wall lasts until the end of your nest turn. It can be up to 8 squares long and up to 4 squares high. Creatures on one side of the wall have concealment from creatures on the other side of the wall, but line of sight is not effected. Creatures of Tiny size can still move through spaces in the wall. You can't conjure the wall in a square where there are creatures. Each square of the wall has 40 hit points. You can double the amount of hit points the wall has when you create it, but doing so reduces the wall to 4 squares long. If enough damage is dealt to the wall to reduce it to 0 hit points, that section of the wall collapses.
Sustain Minor: The wall persists.

Level 13 Encounter Spells

Ice Bolt (Necromancer Attack 13)
A beam of frigid cold bursts from your fingers.
Encounter - Arcane, Cold, Implement
Standard Action (Area Ranged 20)
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d10+Intelligence modifier damage, and the target takes a -2 penalty to attack rolls, AC, and Reflex defense. (save ends)

Release the Lifeblood (Necromancer Attack 13)
You cause the wounds of creatures close to you erupt into rivers of blood.
Encounter - Arcane, Implement, Necrotic
Standard Action (Area close blast 5)
Target: Each creature in blast with less than their maximum hit points
Attack: Intelligence vs. Reflex
Hit: 3d6+Intelligence modifier necrotic damage, and ongoing 5 necrotic damage (save ends).

Swarm of Flameskulls (Necromancer Attack 13)
You conjure a swarm of flying, flaming skulls, which bites, bashes and burns your enemies.
Encounter - Arcane, Fire, Implement
Standard Action (Burst 2 within 10 squares)
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 2d6+Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).
Effect: This spell's area is difficult terrain until the end of your next turn. Any creature that starts its turn in the area takes ongoing 5 fire damage (save ends). You can dismiss the effect as a minor action.

Waves of Fatigue (Necromancer Attack 13)
Arcane energy fluctuations render your targets tired as their life energy is stripped away.
Encounter - Arcane, Implement, Necrotic
Standard Action (Close burst 3)
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 3d8+Intelligence modifier necrotic damage, and the target is weakened until the end of your next turn.
Miss: Half damage, and the target is not weakened

Level 15 Daily Spells

Acid Eyes (Necromancer Attack 15)
As you intone this foul spell, the eye sockets of your victims begin gushing rancid acid.
Daily - Acid, Arcane, Implement
Standard Action (Burst 2 within 20 squares)
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: 4d6+Intelligence modifier acid, and the target is blinded until the end of your next turn.
Miss: Half damage, and the target is not blinded.

Boil Blood (Necromancer Attack 15)
You cause a the blood of a number of creatures to reach supernaturally hot temperatures.
Daily - Arcane, Fire, Implement
Standard Action (Close blast 4)
Target: Each enemy in blast
Attack: Intelligenve vs. Fortitude
Hit: 5d6+Intelligence modifier fire damage, and ongoing 10 fire damage (save ends).
Miss: Half damage, and ongoing 5 fire damage (save ends).

Claim the Soul (Necromancer Attack 15)
Tendrils of necrotic power whip around your target, transferring its vitality to you.
Daily - Arcane, Implement, Necrotic
Standard Action (Range 10)
Target: One creature
Attack: Reflex vs. Fortitude
Hit: 3d6+Intelligence modifier necrotic damage, and you can spend a healing surge. If you are bloodied, you can spend two healing surges.

Flash Freeze (Necromancer Attack 15)
An instantanious burst of white frost springs from your hands, leaving a thin coat of ice on everything within range.
Daily - Arcane, Cold, Implement
Standard Action (Close burst 5)
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 4d8+Intelligence modifier cold damage, 5 ongoing cold damage (save ends) and the target is weakened until the end of your next turn.
Miss: Half damage, no ongoing damage, and not weakened.

Gaze of the Infinite (Necromancer Attack 15)
Your eyes become portals of death, which siphon away parts of the target's very soul.
Daily - Arcane, Implement, Necrotic
Standard Action (Range 10)
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 6d6+Intelligence modifier necrotic damage, and the target is immobilized (save ends).
Miss: Half damage, and not immobilized.
Special: Blind creatures are immune to this power.

Level 16 Utility Spells

Blood Purge (Necromancer Utility 16)
Curses and plagues that have been clinging to you suddenly melt away.
Daily - Arcane
Minor Action (Personal)
Effect: Every effect that a save can end is removed from you.

Deathly Apparition (Necromancer Utility 16)
You target a corpse and imbue it with your likeness. Now you can be in two places at once.
Daily - Arcane, Illusion
Standard Action (Melee touch)
Effect: A Medium sized humanoid corpse you touch animates as an undead creature (or a Small humanoid corpse, if you are small), except its form shifts to match your look exactly, even down to the clothes that you are wearing. You grant it a semblance of your personality, which causes it to act as you would during regular social interaction. However, its actions are not totally fluid, and characters who interact with it can attempt Insight checks opposed by your Bluff checks to see the Apparition for what it really is. You gain a +10 bonus to these Bluff check. The Apparition can follow relatively simple tasks, such as "Go to Kilen's magic item shop on the other side of town, buy a ritual scroll of Tenser's Floating Disk, and return to me" or "Run down the street screaming to get people's attention", but complex or open ended tasks may result in failure, such as "Attend the ball that the duke is hosting, but try not to attract attention" or any form of skill challenge. The Apparition has 30 hit points, but it can make no attacks and tries to avoid combat whenever possible. It has physical ability scores equal to your own, mental ability scores equal to half your own, and is considered a level 1 creature. This spell lasts for one hour, after which the corpse falls over again and the illusion of your appearance dissipates.

Lust of Death (Necromancer Utility 16)
As a nearby creature dies, you use its leftover powers to energize your abilities.
Daily - Arcane
Immediate Interrupt (Ranged 10)
Trigger: A creature dies within range
Effect: You gain an action point.

Severed of Flesh (Necromancer Utility 16)
With a wave of your hand, your physical body seems to disappear, leaving only your spirit behind.
Daily - Arcane
Minor Action (Ranged 10)
Effect: You or an ally within range become insubstatial until the end of your next turn.

Level 17 Encounter Spells

Choking Cloud (Necromancer Attack 17)
You summon noxous clouds that choke and asphyxiate victims.
Encounter - Arcane, Implement, Poison
Standard Action (Area burst 3 within 10 squares)
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 3d6+Intelligence modifier poison damage.
Effect: The cloud lasts until the end of your next turn, and you can dismiss it as a minor action. Creatures that start their turn in the cloud or enter it take 3d6 poison damage.

Enervating Circle (Necromancer Attack 17)
A glowing circle of blasphemous symbols appears and harms those close to it.
Encounter - Arcane, Implement, Necrotic
Standard Action (Area burst 1 within 10 squares)
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 6d6+Intelligence modifier necrotic damage.

Sear the Soul (Necromancer Attack 17)
Your target erupts in supernatural flames.
Encounter - Arcane, Fire, Implement
Standard Action (Ranged 10)
Target: One creature
Attack: Intelligence vs. Will
Hit: 5d8+Intelligence modifier fire damage, and ongoing 10 fire damage (save ends).
Miss: Half damage, and no ongoing damage.

Waves of Exhaustion (Necromancer Attack 17)
You radiate energy that greatly saps the strength of those around you.
Encounter - Arcane, Implement, Necrotic
Standard Action (Close burst 3)
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 4d6+Intelligence modifier necrotic damage, and the target is weakened (save ends).
Miss: Half damage, and the target is weakened until the end of your next turn.

Level 19 Daily Spells

Fell Blow (Necromancer Attack 19)
A weapon of force resembling the one in your hand appears above your enemy. It strikes with a loud snicker-snack.
Daily - Arcane, Force, Implement
Standard Action (Ranged 20)
Attack: Intelligence vs. Reflex
Hit: 4d12+Intelligence modifier force damage.
Special: You can use a melee weapon as an implement for this spell. If you do, and you hit, you can activate the weapon's power on the target as if you had hit the target with a melee attack using the weapon.

Foul Blight (Necromancer Attack 19)
You conjure a necromantic blight upon your foes.
Daily - Arcane, Implement, Poison
Standard Action (Burst 3 within 10 squares)
Targets: Each creature in burst.
Attack: Intelligence vs. Fortitude
Hit: 4d8+Intelligence modifier poison damage, and the targets take a -4 AC and Reflex defense (save ends.)
Miss: Half damage, and the targets take a -2 penalty to AC and Reflex defense (save ends.)

The Weight of Ages (Necromancer Attack 19)
Through your necromantic prowress, you are able to age the targets significantly, if only for a brief time.
Daily - Arcane, Implement, Necrotic
Standard Action (Ranged 10)
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 5d6+Intelligence modifier necrotic damage, and the target is slowed and weakened (save ends both).
Miss: Half damage, and the target is slowed (save ends).

Wall of Horrors (Necromancer Attack 19)
You conjure a barrier consisting of the souls of the dead.
Daily - Arcane, Conjuration, Implement, Necrotic
Standard Action (Area wall 12 within 10 squares)
Effect: You conjure a wall of contiguous squares filled with tormented spirits. The wall can be up to 12 squares long and up to 6 squares high. Any creature that starts its turn adjacent to the wall or in it takes 3d6+Intelligence modifier necrotic damage. Creatures can pass through the wall, but any creature that enters a square occupied by the wall takes 3d6+Intelligence modifier necrotic damage. The wall blocks line of sight.
Special: As a standard action, a creature can attack one square of the wall. Each square that the wall occupies has 30 hit points. Any creature that makes a melee attack against the wall takes 3d6+Intelligence modifier necrotic damage. The wall is insubstatial, halving all damage done to it. It has vulnerability to radiant 10, and can be targetted by attacks which specifically target undead creatures. If the wall is not destroyed, it fades away after 1 hour.

Level 22 Utility Spells

Blood Spirit (Necromancer Utility 22)
You conjure a ghostly visage, which is able to channel your arcane power.
Daily - Arcane, Conjuration
Minor Action (Ranged 10)
Effect: A Blood Spirit appears in the designated square. The when you cast a spell, you may treat the Blood Spirit as the point of origin for the spell. A Close burst 2, for example would be centered on the Spellghost instead of you, a Ranged 10 attack can target anything within 10 squares of the Spellghost instead of you, etc. The Blood Spirit never attacks or flanks, but it can be attacked. The Blood Spirit has 20 AC, 15 Fortitude, 15 Reflex, and 15 Will. It has 40 HP, resistance to Necrotic 15, and vulnerability to radiance 10. The Blood Spirit is insubstantial, and is considered an undead creature. You can move the Blood Spirit 6 squares as a move action. The Blood Spirit stays until the end of the encounter, until it is slain, or for 5 minutes.

Death Armor (Necromancer Utility 22)
Shadowy energy surges all over your body, and forms itself into what appears to be dark, translucent plate armor.
Daily - Arcane, Necrotic
Minor Action (Personal)
Effect: You are surrounded by shadowy armor, which discharges necrotic energy whenever you are attacked. If an enemy attacks you in melee and hits, it takes 2d8+Intelligence necrotic damage. The armor lasts until the end of the encounter or for 5 minutes.

Last Breath (Necromancer Utility 22)
As the dying creature breaths its last, you collect its left-over life energy and use it to invigorate yourself.
Daily - Arcane, Healing
Immediate Interrupt (Ranged 10)
Trigger: A creatue within range dies.
Effect: You can spend a healing surge. In addition, you gain 30 temporary hit points.

Level 23 Encounter Spells

Consume From Within (Necromancer Attack 23)
You surge a necrotic spark through a foe. The target's life energy is shunted from it's body in the form of a cascade of flame.
Encounter - Arcane, Fire, Implement, Necrotic
Standard Action (Ranged 10)
Primary Target: Intelligence vs. Fortitude
Hit: 4d10+Intelligence modifier necrotic damage.
Miss: Half damage.
Secondary Targets: All enemies within 5 squares of the primary target
Secondary Attack: Intelligence vs. Reflex
Hit: 2d10+Intelligence modifier fire damage.
Miss: Half damage.

Crippling Hex (Necromancer Attack 23)
You lay a potent curse upon your enemies, inhibiting their mobility and combat effectiveness.
Encounter - Arcane, Fear, Implement, Psychic
Standard Action (Burst 3 within 10 squares)
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: 3d8+Intelligence modifier psychic damage, and you shift the target one square and knock it prone.

Wheel of Death (Necromancer Attack 23)
A potent spell circle appears, centered at your feet. It whirls around, churning with necromantic power.
Encounter - Arcane, Implement, Necrotic
Standard Action (Close burst 4)
Target: Each enemy in burst.
Attack: Intelligence vs. Will
Hit: 3d6+Intelligence modifier necrotic damage.
Special: Allies in the burst gain a +2 power bonus to melee attack rolls, AC, and Reflex defense until the end of your next turn.

Level 25 Daily Spells

Fields of Bone (Necromancer Attack 25)
You conjure a field of wraiths, ghouls, skeletons and other swarming undead, which whip around and assault your foes.
Daily - Arcane, Implement, Necrotic
Standard Action (Burst 3 within 10 squares)
Target: Each enemy in burst.
Attack: Intelligence vs. Reflex
Hit: 6d6+Intelligence modifier necrotic damage, ongoing necrotic damage 15 and is slowed (save ends both).
Miss: Half damage, 5 ongoing necrotic damage, and the target is not slowed.

Orbs of Soulshocking (Necromancer Attack 25)
You throw orbs of crackling electricity at your opponents, shocking them to their very spirits.
Daily - Arcane, Implement, Lightning
Standard Action (Ranged 20)
Target: One, two, or three creatures.
Attack: Intelligence vs. Reflex, one attack per creature
Hit: 5d6+Intelligence modifier lightning damage.
Miss: Half damage.

Repulsion (Necromancer Attack 25)
You emit waves of energy which batter the minds of your enemies.
Daily - Arcane, Implement, Psychic
Standard Action (Close burst 6)
Target: Each enemy in burst.
Attack: Intelligence vs. Will
Hit: 3d10+Intelligence modifier psychic damage, and you push the target 4 squares.
Miss: Half damage, and you push the target 2 squares.

Stone Sepulchre (Necromancer Attack 25)
A stone coffin juts out of the ground behind your target. The force causes him to lose his balance, and he falls into the open sepulchre. The coffin slams shut, and buries into the ground.
Daily - Arcane, Implement
Standard Action (Ranged 10)
Target: One creature.
Attack: Intelligence vs. Reflex
Hit: 6d8+Intelligence modifier damage, and the creature is entombed in the stone sepulchre until the end of your next turn. While entombed, creatures cannot gain line of effect to the target.

Level 27 Encounter Spells

Deathfrost (Necromancer Attack 27)
You completely drain the warmth from your victim's body, making it difficult for it to recover.
Encounter - Arcane, Cold, Implement
Standard Action (Ranged 10)
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 3d8+Intelligence modifier cold damage, and the target is stunned (save ends)
Miss: Half damage, and the target is dazed (save ends).

Sea of Flame (Necromancer Attack 27)
Fluctuations of firey power stream from your fingers and scorch nearby enemies.
Encounter - Arcane, Fire, Implement
Standard Action (Close blast 4 squares)
Target: Each enemy in blast
Attack: Intelligence vs. Reflex
Hit: 6d6+Intelligence modifier fire damage, and 10 ongoing fire damage.
Miss: Half damage, and 5 ongoing fire damage.

Wave of Pain (Necromancer Attack 27)
You cow enemies with the sheer potency of this painful spell.
Encounter - Arcane, Implement, Necrotic
Standard Action (Close burst 5)
Targets: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 4d8+Intelligence modifier necrotic damage, and the target is dazed until the end of your next turn.
Miss: Half damage, and the target is not dazed.

Level 29 Daily Spells

Frozen Tomb (Necromancer Attack 29)
You encase your target in a column of thick ice. The sheer cold of the column is able to harm nearby foes.
Daily - Arcane, Cold, Implement, Zone
Standard Action (Ranged 20)
Primary Target: One creature
Attack: Intelligence vs. Reflex
Hit: 5d6+Intelligence modifier cold damage, and ongoing 10 cold damage, and the target is entombed in ice (save ends both). While entombed, the target is stunned, and attacks cannot gain line of effect against it.
Miss: Half damage, and the target takes ongoing 5 cold damage (save ends), and is entombed until the end of your next turn.
Seondary Targets: All creatures within 2 squares of the primary target.
Secondary Attack: Intelligence vs. Reflex
Hit: 3d6+Intelligence modifier cold damage, and ongoing 5 cold damage, and the target is immobilized (save ends both).
Miss: Half damage, no ongoing damage, and the target is immobilized until the end of your next turn.
Effect: The square of the primary target as well as the area up to 2 squares away is difficult terrain until the end of the encounter or for 5 minutes.

Plague Rot (Necromancer Attack 29)
You create a zone of festering disease and filth
Daily - Arcane, Implement, Poison
Standard Action (Close burst 8 )
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 5d10+Intelligence modifier poison damage.
Miss: Half damage.

Soul Siphon (Necromancer Attack 29)
You repeatedly assault the fiber of your target's very being, greedily leeching its vitality to heal your wounds.
Daily - Arcane, Implement, Necrotic
Standard Action (Ranged 10)
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d6+Intelligence modifier necrotic damage, and you can spend a healing surge.
Secondary Attack: Intelligence vs. Fortitude
Hit: 2d6+Intelligence modifier necrotic damage, and you can spend a healing surge.
Tertiary Attack: Intelligence vs. Fortitude
Hit: 2d6+Intelligence modifier necrotic damage, and you can spend a healing surge.
Special: If you have no healing surges when this power would allow you to spend one, you instead regain one of your healing surges.





Necromancer Rituals

Necromancers learn certain specific rituals in addition to whichever ones they may choose to master on their own. Note that some of these rituals break the normal rules for acquiring and casting rituals -- this is in order to retain the integrity of the Necromancer class and continuity of the Accordlands setting.


Create Undead

You grant a corpse the power of unlife, and compel it to serve you.

Level: 1 (For Necromancers) 10 (For Non-Necromancers)
Category: Creation
Time: 10 minutes
Duration: Permanent
Component Cost: Special
Market Price: 500 gp
Key Skill: Arcana or Religion (no check)

You animate a corpse. You can choose to animate any type of undead, provided that you are of sufficient level. You can create any Undead Minion of your level or lower, or any non-Minion Undead of your level minus five or lower, except you cannot create Elite creatures or Solo creatures, nor can you animate Severed Undead. In order to create a Minion, you must spend gold peices in components equal to 1/5th of the cost of a standard magic item of the minion's level. In order to create a non-Minion, you must spend gold peices in components equal to the cost of a standard magic item of the undead creature's level plus 5. A level 3 Minion would cost 136 gp (1/5th the cost of a level 3 magic item), while a level 3 non-Minion would cost 3,400 gp (The cost of a level 8 magic item). In addition, you must perminantly spend a healing surge to create a non-Minion undead. As long as that particular undead creature is under your control, that healing surge is considered spent. If you lose control of the undead in any way, be it by death or other means, you regain your healing surge after an extended rest. Healing surges spent in this way must be spent by the caster of this ritual. They cannot be contributed by assisting allies.
Undead creatures follow your commands to the best of their ability, but their capacity to do so may be limited by their intelligence. All undead are able to at least understand basic commands such as "Attack!", "Run away!" or "Guard me!" amongst others. In addition, simple orders, such as "Attack anyone who tries to enter this tower." or "Use your bows to shoot anyone you see." are easily understood and carried out. Unintelligent undead may be confused by more complex orders, which may result in undesirable or even dangerous behaviour. The DM has the final say on whether unintelligent undead are able to successfuly carry out a particular set of instructions, and what consequences may occur as a result of such confusion.
Regardless of the languages that an undead creature understands, it is always able to understand orders that you give to it, regardless of what language you speak to it.
Certain undead require that the target corpse is of a certain quality before it is animated. Zombies and other fleshy undead cannot be animated from skeletal remains. Most undead creatures can only be created with the remains of humanoid creatures, though there are exceptions. You know what kind of undead you are capable of creating from a corpse with this ritual before you cast it.

Blood Rite
Level: 5
Category: Binding
Time: 10 minutes
Duration: 1 hour
Component Cost: 100 gp
Market Price: 200 gp
Key Skill: Arcana or Religion (No check)

You utilize the blood of a creature in order to grant yourself some much needed healing. You must sacrifice all of the blood of a slain, sentient, humanoid creature. The creature can not have been dead for more than an hour at the time that you begin casting this ritual. After performing this ritual, you regain one of your healing surges.

Cheat Death

Level: 11 (Necromancer Only)
Category: Binding
Time: 24 hours
Duration: Special
Component Cost: 5000 gp, 1 healing surge.
Market Price: 20,000
Key Skill: Arcana or Religion

The healing surge you spend to cast this ritual is spent perminantly until the ritual is discharged or its effects end. In addition, you must kill a living, sentient humanoid at the end of the ritual's casting in order for the ritual to take effect.
The next time you are killed, the ritual discharges, and you are resurrected at the spot where you completed this ritual. You are resurrected with only one-fourth of your maximum hit points and no healing surges. Your equipment does not appear with you.
This ritual lasts a number of weeks depending on your Arcana or Religion check result:

20 or less: 1 week
25: 2 weeks
30: 3 weeks
35: 4 weeks
40 or higher: 5 weeks

Death Beyond Death

Level: 15
Category: Warding
Time: 10 minutes
Duration: Perminant
Component Cost: 2,500 gp
Market Price: 8,250 gp
Key Skill: Arcana or Religion

You perminantly sever the soul of a creature from this plane. This ritual prevents the resurrection of the subject creature. In order for this ritual to succeed, you must have access to the corpse of the subject, and it must be mostly intact, although it can be in an advanced state of decay (even a bare skeleton suffices, as long as you have access to the majority of the bones) or you must perform the ritual at the location where the subject died. You know before performing this ritual whether the corpse of the subject is sufficient. Creatures whose souls are bound to this world through necromantic energy, such as ghosts and liches, cannot be targetted by this spell, because their souls never leave this plane. They can, however, be targetted by this spell as normal if you manage to kill such a creature perminantly.
When you perform this ritual, roll either Arcana or Religion. If another spellcaster attempts to resurrect the target, that spellcaster must attempt a Heal check, with your Arcana or Religion roll as the DC. If he or she fails, the resurrection ritual fails, all components are still used, and the spellcaster may never reattempt to resurrect the target. If he or she succeeds on their Heal check, the resurrecton ritual proceeds normally.

Death Is But A Door...

"...and sometimes, one best left shut." --Rustiq Umbala

Level 21
Category: Binding
Time: 1 hour
Duration: Perminant
Component Cost: 6,000 gp
Market Cost: 20,000 gp
Key Skill: Arcana or Religion (no check)

You deny your target it's final reward but allow it to continue living beyond its natural life. You pull its soul back to the plane of the living--whether the target is willing or not. It appears next to its old body in perfect health, naked, but it retains all the old feats, skills, powers and other abilities it had in it's former life. The target never ages naturally nor dies of natural causes, but it can be slain as any creature can. If it is killed, it and its consiousness are perminantly destroyed, with absolutely no hope of resurrection.

No Rest

Level 25
Category: Creation
Time: 1 hour
Duration: Special
Component Cost: 10,000 gp
Market Cost: 30,000 gp
Key Skill: Arcana or Religion

The target of this ritual is able to transcend mortality upon his death, but only for a brief period. Should the target be reduced to 0 or fewer hit points before the effects of the ritual expire, the target dies instantly, even if the negative hit points did not reach his bloodied value. He does, however, instantly reanimate as a free-willed undead with full hit points. He retains all skills, feats, powers and other abilities. He only has a limited amount of time however, before he dies again. When you perform this ritual, your Arcana or Religion check determines how long the ritual lasts and for how long the target stays animated.

19 or lower: 1 week duration, and 3 rounds animated
20-29: 3 weeks duration, and 1 minute animated
30-39: 5 weeks duration, and 3 minutes animated
40 or higher: 7 weeks duration, and 10 minutes animated.

You automatically know when the target of this ritual dies, (and when it does so for the second time) no matter how far away you are from the subject, or even if you and the subject are on different planes. If you are within 20 squares of the subject when it is reduced to 0 HP or fewer, you can opt to not reanimate him, but the ritual discharges anyways. The target is under no compulsion to serve you while it is an undead creature.

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Tue Jul 15, 2008 10:08 pm
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Post Re: [4th Ed] The Accordlands Conversion
Meow?

Teufeltiger --Level 26 Elite Lurker
Medium immortal humanoid (deity)
Initiative +21 Senses Darkvision: Perception +20
HP 346; Bloodied 174
AC 42; Fortitude 41, Reflex 38, Will 42
Saving Throws +2
Speed 6
Action Points 1
Attack: (Basic Melee)
Claw (Standard; at-will)
+31 vs. AC; 2d8+9 damage.
Attack: (Melee)
Double Claw (Standard; at-will)
Teufeltiger makes two basic Claw attacks.
Attack: (Ranged 20)
Detect Thoughts (minor; at-will)
+30 vs. Will; Teufeltiger is able to detect the surface thoughts of the target while it is within range. Teufeltiger gains a +4 bonus to Bluff checks made against a character who's thoughts he is detecting.
Attack: (Ranged 10)
Phantasmal Strike (Standard: recharge 4/5/6) - Illusion
+30 vs. Will; 3d10+10 psychic damage and the target is stunned until the end of Teufeltiger's next turn. If the first attack hit, make a secondary attack, +30 vs. Fortitude; 3d10+10 psychic damage and the target is weakened (save ends).
Attack: (Ability)
Change Shape (minor; at will) - Polymorph
Teufeltiger can alter his physical form to take on the appearance of any Medium humanoid, including a unique individual. This grants Teufeltiger a +20 bonus to Bluff checks made to disguise himself.
Alignment Evil Languages All
Skills Bluff +28, Insight +20, Perception +20, Stealth +22
Str 29 Dex 18 Wis 15
Con 18 Int 26 Cha 30

Teufeltiger's Tactics

Teufeltiger would much rather flee combat than engage in it, and his access to Lord Kestrel's arcane resources and personal fortune has enabled him to acquire good means to do so. Teufeltiger usually has items like boots of teleportation and similar tools to ensure that he escapes combat should things become violent. He is no stranger to combat, however, and will fight if he can do so on his own terms. He enjoys fighting his foes when they are not expecting violence, and he is usually accompanied by multiple powerful members of the Conspiracy of Light. He usually uses Phantasmal Strike on the most threatening enemy first, then moving in to flank weaker foes with his allies. He saves his action point for the possibility that the combat may go against him, at which he will use it to help him flee.

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Tue Jul 15, 2008 10:32 pm
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Post Re: [4th Ed] The Accordlands Conversion
I am currently working on a 4th edition conversion, during which I'm going to break all the current 4e classes and make new classes focusing on the specializations of the Warlord classes. Updates soon. However I'm starting with races, then class abilities, ~then~ powers.


Mon Nov 24, 2008 5:22 pm
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Post Re: [4th Ed] The Accordlands Conversion
Hi there, again, I'll start with this and then start posting what I have.


So like I said I'm about to post some stuff, I don't know if anyone still reads this but if someone does I then I'll tell you that I need criticism.

I'm the type of person that wants to just throw all the good stuff into his favorite class and race, so while I'm adding this material I'll expect sound advice and changes that keep the new classes and races in line with the feel of the CCG/ 1st RPG

As such, I'm starting with an outline that should help to give the races an RPG worthy feel.


Nothrog, the majority of fighter nothrog have huge attack bonuses and low armor class, while the spellcasters and rogues still share the same attack bonus they do not share the armor class penalty. And unless I'm mistaken they also had the best movement, representing their tactical prowess.

As such, Nothrog should have a natural bonus of +2 Str. Representing their Physical prowess and breeding. As for Nothrog tactics I've given then +2 Wis
They should also have some ability as follows
Nothrog Prowess
Free; Encounter
Stance: This nothrog adds +3 to attack rolls until the end of the encounter.

That way it works for wizards and melee types, but I don't have a good penalty for it, I ~want~ to make it in the form of a -4 armor class penalty, but that doesn't quite make sense.

I was also thinking of giving them a more substantial form of movement and then I saw an entry in the monster manual.. I think it was from centaur?

When this character runs or charge he moves an additional 2 squares and does not grant combat advantage.

That's what I'm currently working on, but here's the very 1st draft on all the other races.


Last edited by Avalanche on Tue Nov 25, 2008 5:58 am, edited 3 times in total.



Tue Nov 25, 2008 4:45 am
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Post Re: [4th Ed] The Accordlands Conversion
Dwarves

A thousand years ago, the dwarves left the surfface world to protect it from thosed deadly creatures that fed off the Great Dragon's remains, the Abyssals. As the millennia wore on, they kept their oaths while others forgot their very existence. Recently, the dwarves have reeled under ever more successful strikes from the Abyssals, and some have returned to the surface. Lost warriors, bewildered clerics, and exiles of all stripes, the dwarves must find allies among those who look upon them with fear or hatred.

Racial traits:

Avg. Height: . 4'3-4'9
Avg. Weight: 160-220

Ability Scores: +2 con +2 wis

Size: Medium
Speed: 5
Vision: Low-light


Languages: Dwarven
Skill Bonuses: +2 dungeoneering, +2 endurance
Racial bonuses: eg. extra skills defenses powers group-bonuses.

Cast-iron stomach
+5 racial bonus to saving throws vs. poison

Dwarven Resilience: You can use your second wind as a minor action instead of a standard action

Encumbered Speed:
You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed affect you normally.

Stand your ground: When an effect forces you to move-through a pull, a push, or a slide- you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to.
In addition, when an atack would knock you prone, you can immediately make a saving throw to avoid falling prone.



Dwarven Faith
When another character heals you through a power with the healing keyword, you heal an additional 1d6 hps.

Dwarven girth
You gain 1 additional hp per level

Detect Evil

at-will; minor

You detect the presence of chaotic evil creatures within a 6 square burst


When using the Arcana skill to detect magic, A dwarf may make the roll as if he were trained[i][/i] with the skill


Tue Nov 25, 2008 4:48 am
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Post Re: [4th Ed] The Accordlands Conversion
I kept the humans 4th ed. humans


Human

Human kingdoms predominate in the western and southern regions of the Accordlands, stretching from the northern lands of the kabal and denska south to markappal and narawat, and east to misear and baraxton. At one point, all theses Free Kingdoms made up the former Deverenian province of Khalenar, though they have since crumbled into their own territories, the whole of the race shares the same basic characteristics.. And perhaps the same fate.

Racial traits:

Avg. Height: . 5' - 6'4
Avg. Weight: 110-250

Ability Scores: +2 to one ability score of your choice

Size: Medium
Speed: 6 squares
Vision: Normal


Languages: Common, choice of one other
Skill Bonuses: You may select one additional skill from your class skill list to be trained in.
Racial bonuses: eg. extra skills defenses powers group-bonuses.

Bonus feat: You gain a bonus feat at 1st level. You must meet the feat's prerequisites.


Tue Nov 25, 2008 4:49 am
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Post Re: [4th Ed] The Accordlands Conversion
This is what I made, but I really like the power they were given earlier in this thread with the +2 to all defenses.

Also I'm giving them +2 con and +2 cha to signify their natural heardiness and beauty, not because of a class they haven't taken yet.

In addition, I think they might be better with maybe +1 fort and will, since that puts them more in line with humans

Also if anyone has an Idea for 'Storm-touched' that would be good for fighters ~and~ wizards, that would be great.



Deverenian

Deverenians wander the Accordlands seeking conquests and personal glory. Though their nation claims all the world as its sovereign territory, most are at home only in Deverenia proper. Dark knights, destructive wizards, pious inquisitors, and watchful bards -- Deverenians produce all these and more, with their natural arrogance the only constant.

Racial traits:

Avg. Height: . 5'6-6'5
Avg. Weight: 130-260 lbs

Ability Scores: +2 con +2 cha

Size: med
Speed: 6 squares
Vision: Normal


Languages: Common, Deverenian
Skill Bonuses: +2 history +2 knowledge (religion) Deverenians may select an additional skill to be trained in from their class at character creation

Racial bonuses: eg. extra skills defenses powers group-bonuses.

STorm-touched:


Last edited by Avalanche on Tue Nov 25, 2008 5:07 am, edited 2 times in total.



Tue Nov 25, 2008 4:50 am
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Post Re: [4th Ed] The Accordlands Conversion
You'll notice later the mention of an Imp. Multi-class feat. It's something I was playing with that kind-of seems a waste.

I don't have a ~good~ reason to give them the halfling power from 4th, other than they're wily. *And because the 4th Elven power fit more with the nimbic brutality




Elf

While Nothrog are more brutal and Deverenians more militant, perhaps no race in the Accord is so feared as the elves. Due to the truncated lifespans, elves risk anything short of each other to extend their years. Some take on the names of more permanent structures or creatures, so that their legend combines with their namesake. Others drive themselves to acts of heroism or villainy so bards will sing of their tales for another millennium. Most simply embrace their recently-returned mastery of necromancy.

Racial traits:

Avg. Height: . 5'5 - 6'1
Avg. Weight: 80-120

Ability Scores: +2 dex +2 int

Size: Med.
Speed: 7 squares
Vision: low-light


Languages: Common and Elven
Skill Bonuses: +2 perception +2 nature +2 Arcana
Racial bonuses: eg. extra skills defenses powers group-bonuses.

Elven Interest
Being fully aware of their mortality Elves often study in many different arenas, as such Elven characters start play with the imp. multi-class feat

Bonemail proficiency: Elves are automatically proficient with all forms of bonemail armor.

Second chance:
Encounter: immediate interupt; personal
When an attack hits you, force an enemy to roll the attack again, the enemy uses the second roll, even if it's lower.


.


Tue Nov 25, 2008 4:53 am
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Post Re: [4th Ed] The Accordlands Conversion
Nimbic

Nimbics are the half-forgotten children of elves. Like the elves of House Netheryn (see the world atlas), nimbics trace their ancestry to the experiments of the fallen House Wyrian. Unlike their true elven cousins, however, the experiments that produced the nimbics failed utterly. Nimbics are certainly faster and more cunning than most races, but pay a terrible price: They live so quickly that they die of old age before other races even reach maturity.

Racial traits:

Avg. Height: . 3'10-4'2
Avg. Weight: 75-85

Ability Scores: +2 dex +2 cha

Size: Small
Speed: 6 squares
Vision: Low-light


Languages: Common, Elven
Skill Bonuses: +2 Stealth +2 Thievery
Racial bonuses: eg. extra skills defenses powers group-bonuses.

Short life span: Nimbics live no longer than a decade, which is not enough time to gather the wisdom typically associated with age. At the age of nine years and nine months they age rapidly and suffer the full effects of their advanced age, death soon follows.

Stout-Hearted
Nimbics are immune to fear effects as well as any Intimidate check made directly against them, they are not immune to threats made against people they care for.


Nimbic Something-or-other
Encounter; free action; personal
Reroll an attack roll. Use the second roll, even if it's lower


Tue Nov 25, 2008 4:54 am
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Post Re: [4th Ed] The Accordlands Conversion
Seems right for the albino, notice that their specific breeding has lost them the low-light vision of their Nothrog Cousins. Then I've got three spells at the bottom that I think they should have, but I don't know what they do. Basically you have to ask yourself "What would Hate do?".



Nothrog (Albino)

Nothrog used to be a wide field of races, from goblins to bugbears and orcs. Centuries ago, they discovered the benefits of eugenics, and while the original races have not entirely disappeared, the Nothrog have interbred to the point that they are now distinct from their ancestors, and have even specially bred a relatively new sub-race of albino spellcasters. They now lead massive armies in conquest of the other races under the name of the greatest Nothrog commander of all time, Nassiral Hate.

Racial traits:

Avg. Height: 4-6 ft.
Avg. Weight: 90-200 lbs

Ability Scores: +2 int, +2 wis

Size: Medium
Speed: 6 Squares
Vision: Normal


Languages: Common, Nothrog
Skill Bonuses: +2 Arcane, Religion
Racial bonuses: eg. extra skills defenses powers group-bonuses.


BAttle intensity

Command

Will of Hate


Last edited by Avalanche on Tue Nov 25, 2008 5:10 am, edited 1 time in total.



Tue Nov 25, 2008 4:56 am
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Post Re: [4th Ed] The Accordlands Conversion
I should mention I'm not doing half-breeds nor am I doing Class-based racial-bonuses.


That's a silly Idea.

Each race should have something that makes their 2-3 core classes better, but doesn't pigeon-hole them into ~having~ to chose one of those races.


Tue Nov 25, 2008 5:00 am
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Post Re: [4th Ed] The Accordlands Conversion
If possible I'd like to get another, all-together separate thread for classes.

In that thread I'd like people to post Class-names and card names from the CCG that fit, and would give flavor to those classes powers.

E.G.

Assassin
- Out from the Shadows
- Leap of the Clouds
- Misearis Poison

And no they don't have to even be from that class in the CCG, they just have to sound good together.


Tue Nov 25, 2008 5:03 am
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Post Re: [4th Ed] The Accordlands Conversion
UPDATE + REBALANCE

I like them.


Nothrog

Nothrog used to be a wide field of races, from goblins to bugbears and orcs. Centuries ago, they discovered the benefits of eugenics, and while the original races have not entirely disappeared, the Nothrog have interbred to the point that they are now distinct from their ancestors, and have even specially bred a relatively new sub-race of albino spellcasters. They now lead massive armies in conquest of the other races under the name of the greatest Nothrog commander of all time, Nassiral Hate.

Racial traits:

Avg. Height: 4-7 ft.
Avg. Weight: 120-400 lbs

Ability Scores: +2 Str, +2 Wis

Size: Medium
Speed: 6 Squares
Vision: Low-light


Languages: Common, Nothrog
Skill Bonuses:
Racial bonuses: eg. extra skills defenses powers group-bonuses.

Nothrog Tactics

Whenever a Nothrog shifts (or is granted a shift) he may shift an additional square

Nothrog Focus

Free; Encounter; Personal

Stance; Until the end of the encounter; This character gains +3 to attack rolls, You can only take either a standard action, a move action, or a minor action on your turn (+free, opportunity and immediate actions)


Nothrog (Albino)

Nothrog used to be a wide field of races, from goblins to bugbears and orcs. Centuries ago, they discovered the benefits of eugenics, and while the original races have not entirely disappeared, the Nothrog have interbred to the point that they are now distinct from their ancestors, and have even specially bred a relatively new sub-race of albino spellcasters. They now lead massive armies in conquest of the other races under the name of the greatest Nothrog commander of all time, Nassiral Hate.

Racial traits:

Avg. Height: 4-6 ft.
Avg. Weight: 90-200 lbs

Ability Scores: +2 int, +2 wis

Size: Medium
Speed: 6 Squares
Vision: Normal


Languages: Common, Nothrog
Skill Bonuses: +2 Arcane, +2 Diplomacy
Racial bonuses: eg. extra skills defenses powers group-bonuses.

+2 Will

Nothrog Leadership
Other allied Nothrog (and albino) characters within a 6 square burst gain a +1 power bonus to attack rolls.

Spell Breeding
Minor; Encounter
Add +3 to your attack rolls until the end of this turn, if this character causes opponents to make a save, that save is made with a -2 penalty.


Deverenian

Deverenians wander the Accordlands seeking conquests and personal glory. Though their nation claims all the world as its sovereign territory, most are at home only in Deverenia proper. Dark knights, destructive wizards, pious inquisitors, and watchful bards -- Deverenians produce all these and more, with their natural arrogance the only constant.

Racial traits:

Avg. Height: . 5'6-6'5
Avg. Weight: 130-260 lbs

Ability Scores: +2 con +2 cha

Size: med
Speed: 6 squares
Vision: Normal


Languages: Common, Deverenian
Skill Bonuses: +2 history +2 Religion Deverenians may select an additional skill to be trained in from their class at character creation

Racial bonuses: eg. extra skills defenses powers group-bonuses.

Deverenian Heritage
At first level when a Deverenian selects a class specialization, gain +2 to any bonuses gained from that specialization. (Eg Glimpse: if a future seer, roll 3+wis mod d20's (3+wis+2 d20's) if present seer add cha mod (cha mod +2))


Deverenian Cameradery
If within 5 squares of an allied deverenian, gain +2 moral bonus to all defences (ac, fort, skill, will)


Dwarves

A thousand years ago, the dwarves left the surfface world to protect it from thosed deadly creatures that fed off the Great Dragon's remains, the Abyssals. As the millennia wore on, they kept their oaths while others forgot their very existence. Recently, the dwarves have reeled under ever more successful strikes from the Abyssals, and some have returned to the surface. Lost warriors, bewildered clerics, and exiles of all stripes, the dwarves must find allies among those who look upon them with fear or hatred.

Racial traits:

Avg. Height: . 4'3-4'9
Avg. Weight: 160-220

Ability Scores: +2 con +2 wis

Size: Medium
Speed: 5
Vision: Low-light


Languages: Dwarven
Skill Bonuses: +2 dungeoneering, +2 endurance
Racial bonuses: eg. extra skills defenses powers group-bonuses.

Cast-iron stomach
+5 racial bonus to saving throws vs. poison

Dwarven Resilience: You can use your second wind as a minor action instead of a standard action

Encumbered Speed:
You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed affect you normally.

Stand your ground: When an effect forces you to move-through a pull, a push, or a slide- you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to.
In addition, when an atack would knock you prone, you can immediately make a saving throw to avoid falling prone.

Dwarven weapon proficiency
you gain proficiency with the throwing hammer and the warhammer


Dwarven Faith
When an ally heals you with a power that has the Healing and Divine keywords, you heal additional hit points equal to your wisdom mod.

Detect Evil

at-will; minor

You detect the presence of chaotic evil creatures within a 10 square burst


Human

Human kingdoms predominate in the western and southern regions of the Accordlands, stretching from the northern lands of the kabal and denska south to markappal and narawat, and east to misear and baraxton. At one point, all theses Free Kingdoms made up the former Deverenian province of Khalenar, though they have since crumbled into their own territories, the whole of the race shares the same basic characteristics.. And perhaps the same fate.

Racial traits:

Avg. Height: . 5' - 6'4
Avg. Weight: 110-250

Ability Scores: +2 to one ability score of your choice

Size: Medium
Speed: 6 squares
Vision: Normal


Languages: Common, choice of one other
Skill Bonuses: You may select one additional skill from your class skill list to be trained in.
Racial bonuses: eg. extra skills defenses powers group-bonuses.

Bonus feat: You gain a bonus feat at 1st level. You must meet the feat's prerequisites.

Human Defense Bonuses: +1 fort, will, ref.
*** UPDATE

I wanted to make you ~want~ to play humans, after I realized that why would you play them.

Now, whenever they receive a moral bonus, they increase the bonus by 1.
You just can't keep those Free Kingdoms down.


Elf

While Nothrog are more brutal and Deverenians more militant, perhaps no race in the Accord is so feared as the elves. Due to the truncated lifespans, elves risk anything short of each other to extend their years. Some take on the names of more permanent structures or creatures, so that their legend combines with their namesake. Others drive themselves to acts of heroism or villainy so bards will sing of their tales for another millennium. Most simply embrace their recently-returned mastery of necromancy.

Racial traits:

Avg. Height: . 5'5 - 6'1
Avg. Weight: 80-120

Ability Scores: +2 dex +2 int

Size: Med.
Speed: 7 squares
Vision: low-light


Languages: Common and Elven
Skill Bonuses: +2 perception +2 nature
Racial bonuses: eg. extra skills defenses powers group-bonuses.

Bonemail proficiency: Elves are automatically proficient with all forms of bonemail armor.

Group Awareness:
Your non-elf allies within 5 squares gain +1 to perception rolls.

Elven Marksmanship
Whenever this character makes a basic ranged attack, add +2 to the attack roll.

Elven Determination
Encounter; Free; Personal
Immediate reaction; when this character misses with an attack roll, re-roll the die, accept the second roll, even if it's lower.



I need help with Nimbics


Last edited by Avalanche on Fri Dec 05, 2008 12:11 pm, edited 7 times in total.



Wed Nov 26, 2008 3:51 pm
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Post Re: [4th Ed] The Accordlands Conversion
Elf (Nimbic)

Nimbics are the half-forgotten children of elves. Like the elves of House Netheryn (see the world atlas), nimbics trace their ancestry to the experiments of the fallen House Wyrian. Unlike their true elven cousins, however, the experiments that produced the nimbics failed utterly. Nimbics are certainly faster and more cunning than most races, but pay a terrible price: They live so quickly that they die of old age before other races even reach maturity.

Racial traits:

Avg. Height: . 3'10-4'2
Avg. Weight: 75-85

Ability Scores: +2 dex +2 cha

Size: Small
Speed: 6 squares
Vision: Normal


Languages: Common, Elven
Skill Bonuses: +2 Stealth, +2 Athletics
Racial bonuses: eg. extra skills defenses powers group-bonuses.

Short life span: Nimbics live no longer than a decade, which is not enough time to gather the wisdom typically associated with age. At the age of nine years and nine months they age rapidly and suffer the full effects of their advanced age, death soon follows.

Stout-Hearted
Nimbics are immune to fear effects as well as any Intimidate check made directly against them, they are not immune to threats made against people they care for.

Nimbic Glow
Nibics have a natural glow, normally this isn't noticed unless your within arms' reach of the Nimbic, but if they expend some of their mortality a nimbic can increase this glow, eventually up to a blinding light.

Minor; at-will; Spend a healing surge to emit light as per a torch for 1 hour
This power may be ended with a minor action

Nimbic Rays
Minor; at-will; Spend a healing surge while nimbic glow is active; Shine with the power of the sun, Until the end of your next turn all other characters who can see you have a -2 penalty to attack rolls.
When nimbic rays end, so does nimbic Glow.

Nimbic Ferocity
Immediate; free; at-will
Spend 1 healing surges; Before you make an attack roll; Add your charisma mod to your attack roll, and 1d6 extra force damage to the attack.

Nimbic Dodge
Immediate; free; at-will
Spend 1 healing surges;
Trigger: After you would be hit with an attack, reroll the attack.
This action may be performed any number of times per turn.


Last edited by Avalanche on Fri Dec 05, 2008 12:13 pm, edited 2 times in total.



Wed Nov 26, 2008 4:26 pm
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Post Re: [4th Ed] The Accordlands Conversion
xdfg


Last edited by Avalanche on Wed Dec 03, 2008 6:31 pm, edited 3 times in total.



Thu Nov 27, 2008 9:23 am
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