Multiclassing by Class; Necromancer
Welcome to my Class by Class multiclassing!
Here, we will for each class make a thread and splice it with every other class. The first will be my favourite, the Necromancer. Shall we begin? Also, I will provide 3 basic structures at each major jump. So, Level 1 Multiclass, then Level 6, then Level 9. This is ato allow a clear look at talent progression. This will exclude Chaos Mage because it does my head in. I'm not promising they'll all be good, but I'll try my best. I will add these as and when I finish.
Necromancer/Barbarian: The Revenant
Design Notes: This is The Revanent, a tribal leader on a Roaring Rampage of Revenge against the Orc Lord. Can be hooked quite well into eyes of the STone Thief. Revolves around Summon and Form spells, witha few supports. Idea is to form up and summon minions before the Free Raging kicks in. Think of it as him commanding the dead heroes of his tribe. This class requires a bit of build up time before unleashing, so don't expect a tank, though minions can be HP sponges. You'll have some trouble with spells at adventurer tier, but this build will probably pan out rewardingly at higher tiers of play.
Level 1 Revenant
STR: 16 CON: 14 DEX: 10 INT: 16 WIS: 10 CHA: 14
AC: 12+0+1=13 PD: 11+1+2=14 MD: 11+1+2=14
HP: (6.5+2)*3=25.5 (Round to 25)
Race: Thematically, human, but mechanically a Forgeborn.
OUT: I am the last member of my tribe, wiped out by the Orc Lord in the Frost Range by the Orc Lord, and ressurected by the Lich King, whom was dethroned by a previous Orc Lord and fears the new.
Backgrounds:
Tribal Warchief: 4
Revenant Wanderer: 4
Icons:
Lich King Positive 1
Orc Lord Negative 1
Dwarf King Confllcited 1
Recoveries: 8/8, 1d10 (See Strongheart)
Weapons (See Multiclass Penalty)
1d8 Greatsword
1d6 Longbow
Never Say Die (Racial Power)
Whenever you drop to 0 hp or below, roll a normal save if you have a recovery available. On an 11+, instead of falling unconscious, you stay on your feet and can heal using a recovery. Add the recovery hit points to 0 hp to determine your hp total.
Class Features:
Barbarian Rage
Once per day, use a quick action to start raging; a rage lasts until the end of battle (or around five minutes, if you decide to rage out of combat for dramatic roleplaying effect!).
While raging, you roll 2d20 to hit with your barbarian melee and thrown weapon attacks instead of 1d20. Use the higher roll for the attack. If you roll a natural 11+ with both dice and your highest attack roll is a hit, the attack is a critical hit!
Recharge 16+: After a battle in which you rage, roll a d20 and add your Constitution modifier; on a 16+, you can use Barbarian Rage again later in the day.
While raging, you cannot use attacks, powers, or spells from another class unless you take Controlled Rage.
Arcane Implements
As a character casting arcane magic, your best options for improving your spellcasting are wands and staffs.
Death’s Master
Necromancers don’t necessarily serve the Lich King, but they know him. All necromancers must spend at least one relationship point with the Lich King. Many player character necromancers have conflicted or negative relationships with the Lich King, often because they’ve stolen part of his power or are allied with other icons who don’t mind turning the Lich King’s secrets against him. If your one unique thing somehow suggests that you might be free of this requirement, make a case to your GM that this is a way in which you are unique.
Ritual Magic
Necromancers can cast their spells as rituals (13th Age core rulebook, page 192).
Spell Choices
Like the standard spellcasters in the 13th Age core rulebook, you choose the spells you will be able to cast after each full heal-up.
Summoning
Your summoning spells use the standard summoning rules from page 11. The following feats enable you to improve your summoning powers.
Wasting Away
Necromancers are frail, gaunt, parched, skinny, sickly, wasted, cadaverous, dependent on unearthly substances, or partially dead. If none of those conditions appear to describe your necromancer, just what terrible secrets are you trying to hide, eh? This isn’t just an aesthetic note—it’s fallout from this class feature: as a necromancer, you must subtract your Constitution modifier from all your necromancer spell attacks if your modifier is positive (how can you know death if you’re not wasting away yourself).
• If you have a positive Constitution modifier (ability score 12+), subtract it from your necromancer spell attacks.
• If you have a Constitution modifier of +0 (ability score 10 or 11), it has no effect on your necromancer spell attacks.
• If you have a negative Constitution modifier, it also has no effect on your necromancer spell attacks . . . unless you take the adventurer-tier feat for this feature. That negative modifier also makes it harder to kill you if you take the feats through epic tier. In addition, since you know death so well, you don’t die until you fail five death saves. Similarly, you don’t succumb to last gasp save effects until you fail the fifth save.
Class Talents:
Strongheart
Your recovery dice are d12s instead of d10s like other barbarians.
Redeemer
When you summon undead to fight for you, their spirits are released from service to any master when they drop to 0 hp or when they collapse or discorporate after the battle as the spell fades. In other words, your magic cuts into the power reserves of creatures who stockpile undead servitors, like the Lich King. As a consequence, summoned undead tend to fight harder for you. They may not truly understand their condition, but they understand “freedom from this current slavery,” and that they’ll get it as long as they strive to serve you. If you choose the feats associated with this talent, undead you summon fight much harder for you than they would for other summoners. In game terms, undead you summon release holy energy bursts as they drop to 0 hp, dealing a small amount of damage to each enemy engaged with them. Mooks you summon deal holy damage equal to your Charisma modifier (double your Charisma modifier at 5th level; triple it at 8th level). Non-mooks you summon deal holy damage equal to you your Charisma modifier x 1d4 (1d8 at 5th level; 2d6 at 8th level).
Adventurer Feat: The first time each battle an undead creature you have summoned attacks, it gains an attack bonus equal to your Charisma modifier.
Sorta Dead
In some ways, you're dead already. You don't need to eat or sleep or breathe. You can't drown in normal water/liquid, though magical gas will probably still affect you. When a spell or effect targets or applies to undead, you can decide whether you want to count as undead for that specific effect. (For example, you could count as undead to take advantage of a target's vulnerability created by the ripping claws attack of a starving ghoul mook you summoned via summon undead.) The first time you die each level, roll a normal save, adding your Charisma modifier. If you succeed, you heal using a free recovery instead of dying. If you were dying because of last gasp saves, consider yourself saved from the last gasp problem also.
Spells:
Summon Undead (1st level+)
Ranged spell
Daily
Effect: You summon a mob of 1d3 + 1 crumbling skeleton mooks, as per the summoning rules on page 11. These skeletons fight for you until the end of the battle or until they drop to 0 hp, whichever comes first. As you cast the spell at higher levels, the mooks you summon vary, as shown below.
Unholy Blast
Ranged spell
Daily
Target: One nearby enemy
Attack: Intelligence + Level vs. PD
Hit: 4d6 + Intelligence negative energy damage.
First Miss: Half damage, and make the attack again against an enemy you haven’t already targeted with unholy blast this turn.
Second Miss: Half damage, or full damage if the escalation die is 1+ and you choose to decrease it by 1.
Zombie Form
Ranged spell
Daily
Special: You can only cast this spell outside of battle; it requires 2d4 rounds to cast. Target: You or one willing nearby ally
Effect: The target gains 30 temporary hit points that last until the end of the next battle. Until the end of the next battle, the target takes a –5 penalty to Charisma and Dexterity skill checks (no penalty to attacks), to disengage checks, and to initiative rolls.
Level 6:
STR: 17 CON: 14 DEX: 10 INT: 17 WIS: 10 CHA: 15
AC: 12+0+6=18 PD: 11+2+6=19 MD: 11+2+6=19
HP: (6.5+4)*10=105
Add an icon dice wherever suits your campaign progression. You're seeing the world.
New Talent!
Unstoppable
Once per battle, declare you’re using Unstoppable before making a barbarian melee attack. If your attack hits at least one target, you can heal using a recovery.
Adventurer Feat: The Unstoppable recovery is free.
Feats:
Barbarian Rage:
Adventurer Feat: Whenever the escalation die is 4+, as a quick action, you can start raging for free (it doesn’t count against your normal usage). This rage lasts until the end of the battle, as normal.
Champion Feat: You can now start raging freely when the escalation die is 3+.
Summoning:
Adventurer Feat: Your summoned creatures can add the escalation die to their attacks.
Champion Feat: When you summon mooks, increase the number of mooks you summon by 1.
Redeemer:
Adventurer Feat: The first time each battle an undead creature you have summoned attacks, it gains an attack bonus equal to your Charisma modifier.
Spells:
Summon Wraith (5th level+)
Ranged spell
Daily
Effect: You summon a wraith, as per the summoning rules on page 11. This wraith fights for you until the end of the battle or until it drops to 0 hp, whichever comes first. As you cast the spell at higher levels, you summon multiple wraiths.
Summon Horror (5th level+)
Ranged spell
Daily
Effect: You summon a Wight, as per the summoning rules on page 11. The summoned Wight fights for you until the end of the battle or until it drops to 0 hp, whichever comes first.
Summon Undead (5th level+)
Ranged spell
Daily
Effect: You summon a mob of 1d3 + 1 starving ghoul mooks, as per the summoning rules on page 11. These ghouls fight for you until the end of the battle or until they drop to 0 hp, whichever comes first.
Wave of Decay
Ranged spell
Daily
Effect: Choose a nearby enemy. It takes 2d12 negative energy damage for each point on the escalation die. (For example, if the escalation die is 2 when you cast the spell, you’ll deal 4d12 negative energy damage to the target.) Until the end of the battle, as a free action at the start of each of your turns, repeat the effect above, choosing a target and dealing damage based on the escalation die value. The effect ends at the end of the battle, when you drop to 0 hp, or when your wave of decay damage drops an enemy to 0 hit points!
Ghoul Form
Ranged spell
Daily
Target: You or one willing nearby ally
Effect: Until the end of the battle, the target gains a +4 melee attack bonus. In addition, enemies engaged with the target are vulnerable to its melee attacks. The target also only gains half the normal amount from healing effects, no matter the source.
Negative Energy Shield
Close-quarters spell
Daily
Target: You
Effect: Until the end of the battle, when an enemy engaged with you attacks you with a natural odd attack roll, it takes 6d6 + Intelligence negative energy damage.
Zombie Form
Ranged spell
Daily
Special: You can only cast this spell outside of battle; it requires 2d4 rounds to cast.
Target: You or one willing nearby ally Effect: The target gains 50 temporary hit points that last until the end of the next battle. Until the end of the next battle, the target takes a –5 penalty to Charisma and Dexterity skill checks (no penalty to attacks), to disengage checks, and to initiative rolls.
Necromancer/Bard:
Necromancer/Cleric:
Necromancer/Fighter:
Necromancer/Paladin:
Necromancer/Ranger:
Necromancer/Rogue:
Necromancer/Sorcerer:
Necromancer/Wizard:
Necromancer/Commander:
Necromancer/Druid:
Necromancer/Monk:
Necromancer/Occultist:
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