by el_flesh » October 13th, 2013, 12:05 am
More refined:
NECROMANCER: Starting body: 5 Starting Mind: 7
Starts with a Dagger and a Cloak. Tome of Raise Skeleton lev 1. (raises only 1, identical to this maze's skels) Needs a dead monster to raise the 1 Skel. Nec can absorb 1 monster blood to recharge his own life level by only 1 - this is his special class skill. This can be done through his minions. Blood Golem gives extra life transfer above this.
While the Nec can use Sorcerer's Tomes, he prefers Nec Tomes of course. Sorcs generally eschew Nec Tomes in turn. But a player who wants to make a hybrid can do so!
1: Raise Skeleton mind req of 7; identical to maze's skels; 1D6 roll of 5or6 spawns w/shield +1 def. cost 1 blood
2: Raise Skeletal Wizard mind req of 9; shoots purely elemental bolt 2AD; roll D4 for type when raised. 1= hit+2 fire dmg; 2= hit +ice (freeze 1 turn); 3= hit +poison (+1 dmg next TWO turns; stacks); 4= hit+1 lightning dmg & +1 more leaps to nearest enemy . Move & life of wiz = -1 less than skel for this level (min of 1 life); only 1 Def die. cost 2 blood
3: Rock Golem mind req of 10; (stone skin equivalent) 4AD 4DD; hit points = 7; when hits slows enemy = 1/2 value of move/attack/def next turn; non-stacking. moves 5 squares per turn. cost 3 blood Only 1 Golem at any time.
4: Poison Dagger mind req of 6; hit +1 elemental poison dmg to dagger's regular attack. Second turn, creature loses 1 more body. cost 1 blood; lasts until successful hit. All Poison dmg stacks.
5: Bone Armor mind req of 7; -1 to dmg when hit; spell is then used and must be re-cast. cost 1 blood
6: Bone Wall mind req of 6; up to 3 squares of Wall is created up to 6 squares away. Can absorb 3 dmg before collapsing. cost 1 blood
7: Amplify Damage mind req of 8; successful hit = double damage AFTER defense is calculated ex: 3 skulls, 2 def = 2 dmg. 3 skulls 3 def = 0 dmg. cost 2 blood to cast before attack; lasts until all heroes are finished attacking.
8: Teeth mind req of 6; 2 teeth 1AD each but hits cannot be defended, Always hits (DM can insist on crit fail check), can hit 2 adjacent targets but not 2 hits on 1. 2 blood
9: Skeleton Mastery mind req of 7; +1AD +1 DD +1 life for skeletons, skel wizs, and revives. 1 blood to arm in town.
10: Golem Mastery mind req of 12; +1AD +1 DD +1 life for golems. Add 2 to Golem's move. 1 blood to arm in town.
11: Blood Golem mind req of 11; 3AD 2DD; hit points = 5; all successful hits replenish its life 50% of dmg dealt and replenish Necromancer 50% of dmg dealt - but damage to golem is split between itself and Necromancer! 1 odd point fills lowest, damages highest life; but next time must be other symbiote! Moves 8 squares per turn; needs a body to raise, costs Necromancer 2 BODY to raise. No blood cost. Only 1 Golem at any time.
12: Bone Spirit mind req of 12; always hits target 4 dmg, hits cannot be defended (DM can insist on crit fail check); blind cast: hits first enemy encountered. Range of 9 squares even around any number of corners and through open doors. 3 blood to cast.
13. Steel Golem mind req of 12; 4AD 4DD; hit points=6; it takes the properties of metallic object used to raise it: armor = +1 life; shield = +1 defense, weapon = +1 attack. Takes additional properties of Artifacts if used to raise. Moves 6 per turn. cost 3 blood Only 1 Golem at any time.
14. Revive mind req of 12; fallen enemy creature or HERO is undead for 2 turns. Any leftover spells it has can be used. Does not work on crumbled ROCK Gargoyles, empty Chaos armor or Lich/skeletal bodies. cost 3 blood
"I will raise your dead body as an undead skeleton. Then I will make it do unspeakable acts. Like taking a shower." - El Flesh.