BENEFITS: RACIAL: Light Sleeper: Instead of Taking
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Transcript of BENEFITS: RACIAL: Light Sleeper: Instead of Taking
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BENEFITS:
RACIAL:
Light Sleeper: Instead of taking a -5 to your passive perception during an extended rest, you gain a +5
bonus to your passive perception instead. If you are woken during an extended rest, you gain paranoiaand gain an additional +10 to perception checks until the end of your next turn. An extended rest cannot
be taken or resumed until a reasonable distance has been placed between your original sleeping
location. When you reach your new location and take an extended rest, you take the normal penaltiesfor an extended rest.
Shadow Origin: You are considered a shadow creature for the purpose or effects that relate to creatureorigin.
Well Learned: You gain training in on additional skill from your class skill list.
Spellbinder: Spellcasting can be channeled thru your taloned claw. This claw acts as a Magic
Implement at the corresponding level with a (1st level +1; 11th level +2; 21st level +3) bonus to attack
rolls. You cannot take any weapon Improving feats with this racial power.PARAGON:
Gift of Blood (11th level) When you spend an action point to taken an extra action, creatures you
control can take an extra move, an extra standard, or an extra minor as a free action.
Zealous Hand (14th level) Once per round, when one of your summoned creatures misses with an
attack, you can reroll the attack with a +2 bonus. You must keep the second result even if it is lower.
Blood Pact (16th level) Creatures you control gain resist 5 to all damage and a regeneration of 5.
EPIC:
Dark Savant (21st level)*Increase your Intelligence and Wisdom score by 2.
*You lose the living creature keyword and gain the undead keyword if you did not already have it.
*You gain darkvision if you do not already have it.*You gain 1 additional skeleton.
*Your summoned creatures gain a resist 5 to all damage and a regeneration rate of 5.
*You gain access to a bonded companion. This companion can perform one action on it's turn as a freeaction; or, a full set of actions as a minor action.
Essence of Undeath (24th level) As long as either you or your bonded companion have at least 1 hit
point, the other can't be killed or knocked unconscious. Keep track of negative hit points and deathsaving throws as normal. When both are reduced to 0 hit points, the negative hit points and death
saving throws take effect immediately. While you or your companion are below 0 hit points, you or it
are dazed.
Death's Quickening (30th level) When you and your companion are both reduced to 0 hit points in an
encounter, one of you may gain full hit points as a free action. This may only be performed once perday.
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FEATS:
HEROIC:
*Reinforcements - You can now summon 1 additional skeleton (11th level: 2, 21st level: 3).
*Resilient Minions - Creatures you control gain a +5 resistance to all damage and a regeneration of 5.*Not of this World - You no longer need to eat, drink, or breathe, so you never need to make
Endurance checks to resist the effects of starvation, thirst, and suffocation.
*Initiate of the Old Fate Gain Wild Shape power, one druid at-will, training in nature.*Mark of Scribing - Four additional languages, Ritual Caster feat, +2 diplomacy
*Vistani Heritage - You gain access to the Evil Eye of the Vistani
PARAGON:*Neverending Affliction - A curse that you cast on a target takes a further -2 to their saving throw roll.
Each time a target fails to save, they take 1 + Wisdom modifier damage. When a target succesfully
saves on a saving throw, they take 1 + Wisdom modifier damage times 2.
*Plaguebearer - Your encounter power attacks and curses can now hit one additional target.*Versatile Arm - You now gain the ability to enhance your arm if you chose this feat; the arm may be
enhanced with a magic property of your level or less. Removing an enchantment requires an extended
rest period. Reapplying a new one is instantaneous.*Undead Servant - You gain access to the Undead Servant power. This feat cannot be taken in
conjunction with the Arcane Familiar feat.
*Striking - Your summoned creatures can score a critical hit on a 19 or 20.*Artisan - You gain an additional language and your background bonus increases by 1. As long as an
ally can see you; they gain an additional 1 bonus to all skill checks.
EPIC:*Blood Sacrifice - With sacrifice, your other arm is replaced by a taloned claw, with the same benefits
and drawbacks as your other arm. Your overall strength check bonus increases to 20 when these arms
are active simultaneously and your AC is further reduced by 1. Immortal creatures gain an additional 1
to attack rolls. In addition, you may also enhance this arm with a magic item property of your level orless.
*Hard to Kill - Your skeletons gain 1 additional hit before they are destroyed. Critical Strikes now deal
2 points of damage instead of instantly killing a skeleton.*Improved Minions - Creatures you control gain a +1 bonus to all attack rolls, defenses, and
movement.
*Quickened Defenses - You gain a +2 bonus to one of your defenses that is not AC and gain a +1bonus to movement speed.
*Heightened Reflexes - When one of your summoned creatures scores a critical hit against one of your
foes; you can perform an at-will attack as a free action.
*Vistani Foresight - +2 Initiative, One additional action point
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POWERS:
RACIAL:
Otherworldly Gift - Dark Walker Racial PowerA gift, one might say. A hand, replaced by a blackened, terrifying demons hand. Talons grow where
fingernails once were. Scales take root in the former flesh that once was yours. Spreading all the way
up to the shoulder and slightly beyond. The scales have the consistancy and strength of adamantine.
The hand; for it is a hand, gives the wielder immeasureable strength. Physically and thru thechanneling of your arcane spells.
Treat all strength checks with +15 bonus. Unarmed attacks gain a +3 bonus to the attack roll. Unarmedattacks and grab checks may use either your Stength or Intelligence modifier when determining the roll.
The damage roll for unarmed attacks is 1d6 (21st level: 2d6) + Strength or Intelligence modifier
damage. As long as this arm is active, you do not gain the benefits for having resist radiant damage and
take a -5 to your radiant resistance. Immortal creatures gain a +1 bonus to attack rolls against you. YourAC takes a -1 penalty for the purpose of determining attack rolls. As long as this arm remains active,
the bonuses and effects stay in place.
Awaken - Dark Walker Utility
You awaken the curse that resides, dormant, throughout your body. Your tattoos, glowing feintly red,becoming the ley lines for your power, redirecting it to your taloned limb. A feint, reddish aura begins
to form, starting at the shoulder and becoming denser as you move closer to the focus; the hand. Your
hand can now be used for the casting of spells.
At-will * Shadow
Minor Action - Personal
Effect: You can now use your arm for spellcasting
=====
Shadow Hand's Reach - Dark Walker Power
Wisps of shadow flow around your hand and your target; as you direct it wherever you wish.
At-will * Shadow
Minor Action Ranged 5
Effect: Your hand directs an object out to 5 squares; manipulating it or moving it up to 5 squares. If you
are holding an object when you use this power, you can store the object and simultaneously move any
one object carried or worn anywhere on your body into your hand as a free action. As a minor action,
you can move an object up to 5 squares or drop it as a free action. You may hold an item suspended foras long as you wish however, your arm may not be used for spellcasting. This power can hold your
overall strength score. When attempting to grab a creature, perform a grab check as a minor action.
Each round following the initial check, roll grab checks until you fail or release the target as a freeaction. The target cannot break your grab. You can move the target 5 squares. Unarmed attacks
automatically hit a grabbed target.
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FEAT:
Undead Servant - Feat Power
You command one of the dead to rise for you; and do as you wish of it.
At-will * Shadow, Implement, Summoning
Minor Action * Ranged 5
Effect: You summon an Undead Servant in an unoccupied square within range. The servant has 1 hit
point, a move of 6, darkvision, and it knows two languages that the necromancer knows. The servant
has a maximum carrying capacity of 150 pounds and it can act on it's own if given direction. Theservant can perform basic tasks; creating a campsite, lighting a fire, running errands, etc. The servant
cannot participate in an encounter, it is considered a friendly minion. The servant can make skill checks
that only the necromancer is trained in. You can only have one servant out at any one time. Summoning
another undead servant causes the one currently under your control to fall to the ground; inanimate.
Minor Action: You may perform the corpse explosion At-will on the Undead Servant.
_____
Evil Eye of the Vistani
You cast a baleful look upon your enemy, forcing it to cower before you.
Encounter * Charm
Minor Action Ranged 10
Target: One creature
Attack: Intelligence, Wisdom, or Charisma + 3 vs. Will
Level 11: Intelligence, Wisdom, or Charisma +6 vs. Will
Level 21: Intelligence, Wisdom, or Charisma +9 vs. WillHit: Until the end of your next turn, the target grants combat advantage to you and cannot willingly
move closer to you.
_____
Faggot - Level 20 Shadowstalker
This small and agile creature has it's origins placed squarely in the Shadowfell. Resembling a vulture,it's leathery skin is that of midnight black and it's eyes glow with a dullful tint.
Ability Scores: Special: The Shadowstalker is an extension of the one who commands it; therefore, it
uses your ability scores.
Size: SmallSpeed: 2, Fly 7 squares (hover)
Vision: Darkvision
Defenses: It uses your defenses with a +4 bonus.Hit Points: It uses your hp total.
Healing Surge Value: (2 surges per day)
Melee Basic Attack: Wing Buffet: Level +4 vs AC; 2d4 (21st level: 4d4) + Wisdom modifier damage.
Vanish: Minor Action: The Shadowstalker turns invisible until the end of your next turn. When
attacking from invisibility, the damage is increased by 1d4 and it gains combat advantage.
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Wild Shape
You assume an aspect of the Primal Beast or return to your humanoid form.
At-will * Polymorph, PrimalMinor Action Personal
Effect: You change from your humanoid form to beat form or vice versa. When you change from beastform back to your humanoid form, you can shift 1 square. While you are in beast form, you can't use
attack, utility, or feat powers that lack the beast form keyword, although, you can sustain such powers.
You choose a specific form whenever you use wild shape to change into beast form. The beast form isyour size, resembles a natural beast or a fey beast, and normally doesn't change your game statistics.
Your equipment becomes a part of your beast form, but you drop anything you are holding, except
implements you can use. You continue to gain the benefits of the equipment you wear. You can use the
properties and the powers of implements as well as magic items that you wear, but not the properties orthe powers of weapons or powers of wondrous items. While equipment is part of your beast form, it
cannot be removed, and anything in a container that is part of your beast form is inaccessible.
Special: You can use this power once per round.
_____
Grasping Claws
You rend and tear your foe with your claws, leaving it unable to escape your next assault.
Encounter * Beast Form, Implement, PrimalStandard Action Melee touch
Target: One Creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage, and the target is slowed until the end of your next turn. Level 21:
2d8 + Wisdom modifier damage.
Special: This power can be used as a melee basic attack.
CLASS SPECIFIC:
Corpse Explosion:
You target the corpse of a fallen creature, causing it to explode violently into a bloody mess.
At-will * Shadow, ImplementStandard Action: Ranged 15 Burst 1
Target: One corpse
Attack: Intelligence vs. ReflexHit: 4d4 + 1/2 targeted corpses level (Level 21: 6d4 + 1/2 level)
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Army of the Dead
You channel your powers, calling forth the dead. As you watch, 2 skeletons emerge from the ground,armed with sword and spell.
Encounter * Shadow, Summoning, Undead
Standard Action Close Burst 10
Effect: You summon two skeletons.
Standard Action: Your skeletons may perform a full set of actions on your turn.
Minor Action: You may change the stance of all the skeletons. Or as a free action, once per round,
change the stance of one skeleton.
_____
Skeleton Statistics
Maximum Carrying Weight: 100 pounds, drag-load: 200 pounds
Hit Points: 3 hits to kill. Resist 5 (11th level: 10, 21st level: 15) damage resistance. If the damageexceeds the resistance, then the skeleton slips one blow closer to death. A critical strike kills the
skeleton instantly.
Size: MediumSpeed: 6, Shift 1,
Vision: Darkvision
Languages: Common, Secret Language only the necromancer and his summoned creatures canunderstand.
Defenses: Caster's Defenses with a +4 bonus to all defenses
Aid Bonus: For each summoned skeleton, you gain a +1 bonus to all skill checks. While this bonus is
active, you cannot recieve aid.Equipment: Greatsword, Longbow, Shadow Armor
Fighter Stance
The skeleton takes the stance of the fighter, drawing it's greatsword.
Greatsword: Standard Action: Level + 5 vs. AC: The Skeletal Fighter swings it's sword, dealing 5(11th level: 10, 21st level: 15) damage
Opportunity Attack: The skeleton can make a greatsword attack against a creature who moves or
shifts into or out of a square adjacent to it.
Minor Action: The skeleton marks the target. When a creature attacks a summoned creature; theskeleton can shift up to it's speed and perform a greatsword attack as an immediate reaction.
_____
Archer Stance
The skeleton takes the stance of the archer, drawing it's longbow.
Longbow: Ranged 15: Standard Action: Level + 4 vs. AC: The Skeletal Archer looses an arrow dealing5 (11th level: 10, 21st level: 10) damage.
Opportunity Attack: When a creature enters a square adjacent to the skeleton and makes an attack, the
skeleton can shift 3 squares and perform the longbow attack.
Minor Action: The skeleton deems the target its quarry. The quarry effect increases the damage the
creature takes from the skeleton by (1st level: 1, 11th level: 2, 21st level: 3) damage.
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Mage Stance
The skeleton takes the stance of the mage, sheathing it's longbow or greatsword; channeling it'spowers thru it's hands.
Mage Hand Attack: Ranged 15: Standard Action: Level +4 vs. AC: The skeleton makes two attack
rolls with it's hands, dealing 5 of each corresponding or 10 damage of one type.
Opportunity Attack: When a creature enters a square adjacent to the skeleton or performs a rangedattack; the skeleton can perform the mage-hand-attack. If one attack is succesful, the target is pushed 1
square and knocked prone.
Minor Action: The Skeletal Mage chooses it's damage type. (Lightning and Thunder, Fire and Cold, orPoison and Necrotic.)
_____
Curses
You point your implement at a creature. A ribbon of black connects your implement to the target. As
you pull upward on your implement, the ribbon is severed and the appearance of foreboding crossesyour target's face.
Minor Action * Implement
Ranged 10: 1st level: Target: One or Two (11th level: Three, 21st level: Four) creatures. Only one curse
may be active on a target at any one time. A curse lasts until the target saves.
1st level:
Lower Resists: You lower all of the targets damage resistance by 1/2 its level (save ends). Targets takea -2 to their saving throw against this effect.
11th level:
Enfeeblement: Targets afflicted by this curse are weakened or slowed (save ends). Targets take a -2 to
their saving throw against this effect.21st level:
Iron Maiden: Targets affected by this curse are subjected to Iron Maiden; Melee attacks made against
allied creatures take half of the damage they inflict. This does not effect Spellcasting (save ends).Targets take a -2 to their saving throw against this effect.
____
At-will's
Bone Spear:
You conjure a spear made of bone and hurl it at your foe; piercing it and continuing on.
At-will * Shadow, Implement, Conjuration
Standard Action Ranged 20
Target: Creatures in a straight lineAttack Intelligence + 5 vs. Reflex
Hit: 2d6 + Intelligence modifier damage (Level 21: 2d6 + Intelligence modifier). For each target you
hit after the initial target, reduce the attack bonus by 1 until the spear misses. Only 1d6 + Intelligencemodifier damage applies after the initial target is hit.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic
attack, you can use this power.____
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Bone Spirit:
You conjure a spirit made of bone that homes in on your foe, detonating on impact.
At-will * Shadow, Implement, ConjurationStandard Action Ranged 20
Target: One creature
Attack Intelligence + 3 vs. ReflexEffect: You loose a spirit from your implement that homes in on an enemy creature within 20 squares.
This creature does not need line of sight to the necromancer. The spirit homes in on the closest, hostile
creature within 20 squares.Hit: 2d4 + Intelligence modifier damage (Level 21: 4d4 + Intelligence modifier).
Secondary Attack: Burst 1: Intelligence + 3 vs. Reflex
Hit: 1d4 + Intelligence modifier damage (Level 21: 2d4 + Intelligence modifier).
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basicattack, you can use this power.
Encounter's - 4
Death Grip - Necromancer Attack 1
Purple tendrils extend from your implement, latching onto your foe and pulling it closer to you.
Encounter * Shadow, ImplementStandard Action Ranged 15
Target: 1st level: One or Two creatures (11th level: Three creatures, 21st level: Four creatures)
Attack: Intelligence vs. ReflexHit: You pull the target up to 15 squares and the target is immobilized until the end of your next turn.
Miss: You pull the target up to 10 squares and the target is slowed until the end of your next turn.
_____
Decrepify - Necromancer Attack 3
You attach a black ribbon of force to your target from your implement, draining their power
temporarily.
Encounter * Shadow, Implement
Standard Action Ranged 15
Target: 1st level: One or Two creatures (11th level: Three creatures, 21st level: Four creatures)Attack: Intelligence vs. Reflex
Hit: The target is weakened and takes a -5 to it's attack rolls and defenses until the end of your next
turn.Miss: The target takes a -5 to its attack rolls or defenses.
_____
Death Coil - Necromancer Attack 7
You fire a black orb of force from your implement, hitting the target and stunning it for a short time.
Encounter * Shadow, Implement
Standard Action Ranged 15Target: 1st level: One or Two creatures (11th level: Three creatures, 21st level: Four creatures)
Attack: Intelligence vs. Reflex
Hit: The target is stunned until the end of your next turn.Miss: The target is dazed until the end of your next turn.
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Let Chaos Reign - Path of the Blood Fiend Attack 11
You raise your implement into the air, chanting to the heavens. A terrifying, rotating, dark spherebegins to form. Lightning begins arcing off of it to the tip of your implement and to various objects
nearby. When ready, you hurl the sphere at an unoccupied square.
Encounter * Shadow, Implement
Standard Action Ranged 10 Burst 5Target: Enemies in burst
Attack: Intelligence vs. Reflex
Hit: You pull the target into the vortex, banishing it from this plane ofexistence until the end of your next turn. When the target reappears, you can
choose where it returns within 5 squares of the necromancer; it is knocked
prone when it returns from its banishment.
Miss: You pull the target into the vortex, teleport it adjacent to you, and knock it prone._____
Daily's - 4
Corpsefire Wraith - Necromancer Attack 1
The earth cracks; a plume of acrid, poisonous vapor escapes the growing chasm. As your opponents
watch, a looming figure emerges; with fire in it's eyes and a wicked etheral scythe, a Corpsefire Wraithglides forth, ready to fight.
Daily * Shadow, Implement, Summoning, Undead
Minor Action Ranged 10Target: An unoccupied square
Effect: You summon a Corpsefire Wraith in an unoccupied square within range. The Corpsefire Wraith
has a +4 bonus to Fortitude, Reflex, and Will. It has a move 6 (hover) and a shift and teleport 2. It hasthe bloodied value of the necromancer and also has darkvision. This power does not recharge until the
Corpsefire Wraith has been killed. You may only have one summoned creature out at any one time. The
Corpsefire Wraith has it own set of move actions.
Corpsefire: Standard Action: Level + 4 vs. Reflex; Ranged 20 Burst 1 (11th level, Burst 2, 21st level:
Burst 3): The Corpsefire Wraith hurls a sphere of dark, fiery matter, detonating on impact, igniting theflesh of the creatures in the burst. Hostile creatures take 2d6 (11th level: 3d6, 21st level: 4d6) +
Intelligence modifier fire damage. Hostile creatures who start their turn in the burst take (1st level: 5;
11th level: 10; 21st level: 15) fire damage.
Retaliating Fire: Immediate Reaction: Trigger: The Corpsefire Wraith is attacked at range or in melee.
It makes a Level +4 vs. Will attack. If this attack hits, the Corpsefire Wraith discorporates it's current
form; taking up residence in the attacking creature's body. It gains limited control over the creature'smovement and powers. The creature moves at half it's speed and may only use at-will attack powers. It
loses any resistances or immunities it may have, it's regeneration and auras are turned off and powers
that have a recharge; do not recharge. In order for a creature to throw off the wraith, it must succeed ona d20 roll of 18-20. As long as the wraith remains in possession of a body, the host takes ongoing (1st
level: 5; 11th level: 10; 21st level: 15) fire damage.
Opportunity Attack: The host creature attacks a friendly creature: Level +4 vs. Will: The target is
dominated until the targets next turn.
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Minor Action: Once per round, the corpsefire wraith can attempt to gain full control of the creature.
Level +4 vs. Will: The target is dominated and under full control of the necromancer until the end of it's
next turn. If the wraith fails it's attack roll, then it is expelled from the host.
Enduring: Immediate Reaction: The Corpsefire Wraith is reduced to 0 hit points or fewer, the
necromancer may expend 1 healing surge to restore the wraith to full hit points. This can only be used
once per encounter._____
Desecrated Ground - Necromancer Attack 5
Shadow's erupt from your implement, encompassing the field. Creatures not seen attack your foes who
may be in the zone. Skeletal Hands grasp your foes; preventing them from escaping.
Daily * Shadow, Implement, Conjuration
Standard Action Burst 3 (11th level: Burst 4, 21st level: Burst 5)
Effect: The zone is considered to be under the effects of concealment. Every creature within the zone
gains the concealment keyword. Enemies starting their turn or who willingly end their turn in the zonecannot teleport. Creature's in the zone are subjected to the following attack. Make one attack roll and
compare it to each of the target's defenses. This zone stays centered upon the necromancer. This zone
lasts until the end of the encounter.
Attack: Intelligence vs. Fort, Reflex, Will
Hit (Fort): If the attack hits, the target is subjected to blindness and deafness (save ends both).Hit (Ref): If the attack hits, the target is propelled to the edge of the zone and then hurled a number of
squares; 1 + 1d4 squares.
Hit (Will): If the attack hits, the target is dazed (save ends).
_____
Oblivion Knight - Necromancer Attack 9
The very earth from which the necromancer stands turns blackened and decayed; as the very essenceof death and destruction takes form before it's opponents eyes. Wielding a massive two-handed sword
with the blood of the foes it has killed still dripping from the pitted blade, the oblivion knight charges
forth, into the fray.
Daily * Shadow, Implement, Summoning, Undead
Minor Action Ranged 10
Target: An unoccupied square
Effect: You summon an Oblivion Knight in an unoccupied square within range. It has a speed 6 and a
teleport and shift of 3. It has a +5 bonus to Ac and Fort as well as darkvision. The oblivion knight has
the necromancer's bloodied value. This power does not recharge until the Oblivion Knight has beenkilled. You may only have one summoned creature out at any one time. The Oblivion Knight has it own
set of move actions.
Relentless Onslaught: Standard Action: Level + 6 vs AC: The Oblivion Knight charges it's nearest
opponent dealing 2d10 + Intelligence modifier damage (11th level: 3d10; 21st level: 4d10 +
Intelligence modifier damage). If this attack hits, then the target is knocked prone. This attack can beconverted into a burst 1 attack. This attack deals 1d10(11th level: 2d10, 21st level: 3d10) damage.
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Death Grip: Immediate Reaction: The oblivion knight pulls the nearest opponent within 5 squares
towards it if it succeeded on the initial relentless onslaught attack. Perform a Relentless Onslaught
attack minus a charge. If this attack hits, continue repeating the attack until no enemies are within the
oblivion knight's reach or it misses.
Mark of the Fallen: Minor Action, Burst 1: The oblivion knight marks all those who are adjacent to it
until the end of the necromancer's next turn. This mark allows the oblivion knight to perform a deathgrip immediate reaction if a marked creature performs a move action that moves it away from the
oblivion knight Or a relentless onslaught attack if a target stands up.
Opportunity Attack: A creature attacks the oblivion knight from range: the oblivion knight performs the
death grip immediate reaction and then performs the relentless onslaught attack. In melee, the oblivion
knight performs the relentless onslaught attack.
Untimely Revival: Immediate Reaction: The necromancer can expend 1 healing surge to restore the
Oblivion Knight to full hit points. This can only be used once per encounter.
_____
Flesh Golem - Pact of the Blood Fiend Attack 20
With preperation and dedication, you create the living embodiment which is you, in the form of aliving, breathing golem, made out of the remains of those you have killed.
Daily * Shadow, Implement, Summoning, Teleportation
Minor Action Ranged 5
Effect: You summon a large flesh golem in an unoccupied square within range. The flesh golem has a
reach 2 and a speed 6. The flesh golem has darkvision and it has a +4 bonus to AC and a +4 bonus to
Fortitude. You can only have one summoned creature out at any one time. The Flesh Golem has it'sown set of move actions.
Flurry: Standard Action: Level +5 vs AC: The Flesh Golem makes two pummelling attacks with itsfists. If the first attack hits, the target takes 4d8 + Intelligence modifier in damage. If the first attack hit,
then make a secondary attack Level +5 vs Fort: The target is dazed until the end of the necromancer's
next turn.
Suffering: Minor Action: You mark the target; whenever this target moves, shifts or teleports away
from the flesh golem or attacks the necromancer, the flesh golem can shift upto its speed and make a
Flurry attack as an immediate reaction.
Detonate: Immediate Reaction: When the Flesh Golem drops to 0 hp or fewer, the flesh golem explodes
into a bloody mess, dealing 20 damage to all creatures within a burst 5.
Bonded in Blood: This creature shares the same hp total and speed as the necromancer. When the Flesh
Golem is attacked, the necromancer takes the damage instead; when the necromancer's hp falls belowbloodied, the necromancer cannot take anymore damage from the flesh golem. If the necromancer is
attacked, the flesh golem takes the damage instead. If the necromancer and blood golem are within a
burst, blast, or damaging aura, all of the damage from the area effects are redirected to the flesh golemuntil it is destroyed. When you spend a healing surge, the blood golem regains
equal hit points.
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Utility's - 5
Resurrection - Necromancer Utility 2
As your summoned creatures begin to fall, you summon them back from the dead, to fight on.
At-will * Shadow, Summoning
Minor Action Ranged 10
Effect: Once per round, you may revive one of your fallen, summoned creatures.
_____
Bone Armor - Necromancer Utility 6
Four swirling bones surround the Necromancer. Each bone appears etheral in nature and boosts thedefenses of the caster.
Daily * Shadow, Conjuration
Minor Action Personal
Effect:
Four bones appear and begin swirling around the necromancer. While a bone remains active, the
necromancer gains a +1 bonus to attack rolls. As an immediate reaction, you can expend a bone toincrease your defenses by +4 against an attack.
_____
Flaming Skulls - Necromancer Utility 10
You conjure forth, three flaming, humanoid skulls around each of your summoned creatures. Each skull
has fiery, red eyes and is connected to the summoned creature thru a tendril of flame.
Daily * Shadow, Fire, ConjurationMinor Action Ranged 20
Effect: You conjure three flaming skulls around each of your summoned creatures. These skulls act asreceptacles for (save ends) effects and negate the effects of a damaging aura as long as one skull
remains active. When a save ends effect is applied or damage from an aura is taken, one of the skulls is
destroyed in place of applying the save ends effect or taking the damaging aura._____
Fanaticism - Path of the Blood Fiend Utility 12
You drive your minions to greater lengths to accomplish your goals.
Daily * Shadow, Implement, Stance
Minor Action Personal
Effect: Until the stance ends, one of your summoned creatures can perform an extra standard, move, or
minor on your turn as a free action.
_____
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Empowered Corruption Necromancer Utility 16
You combine the effects of your curses, debilitating your foes with a more powerful affect.
Daily * Shadow
Free Action
Effect: You can combine two curses and place them on your target when you cast a curse. Each curse
has it's own save ends effect.
Special: You can perform this action 1 + Wisdom modifier (minimum 1) times a day, but only once per
round.
_____
Death's Retreat - Necromancer Utility 22
A transparent bubble of shadow energy appears around you, preventing harm.
Daily * Shadow, ConjurationMinor Action Personal
Effect: You create a shadowy globe around you that lasts until the end of the encounter. While thisglobe is in effect, you are completely immobilized, unable to move on your own or through forced
movement. You cannot attack nor can you be attacked while this globe remains active. It does not block
line of sight; it only blocks objects and creatures attempting to pass through it. The globe absorbsdamage which would be directed toward the necromancer; the globe has a total of 150 hit points. When
the globe fails, the area surrounding the necromancer is cast into shadow; creatures within the shadow
gain the total concealment keyword until the end of the necromancer's next turn.
_____
Culling the Weak - Dreadcaller Utility 26
You spur your minions into a frenzy, attacking harder and faster than your enemies can react.
Daily * Shadow, Implement
Free Action
Trigger: When initiative is rolled
Effect: You forgoe your original initiative roll and add your base initiative with 30. If your overall
initiative is higher than the highest hostile creatures initiative, your summoned creatures may take two
full sets of actions on your first turn of the round. Each round following the first, one summonedcreature may take two full sets of actions. If your initiative check fails to best your closest enemies
initiative, you forfeit the first round. Each round following the first, one summoned creature may take
two full sets of actions._____
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DARK WALKER/NECROMANCER SPECIFIC ITEMS:
Arm Enchants
11th level*
Heavy Shadows
The range of your Shadow Hand's Grasp is increased by 10. In addition, you gain a dark light powerthat can be activated with a minor action. The dark light extends out to 5 squares. Creatures in the
light's radius see in black-and-white. Colors appear in shades of grey. Creatures outside of the light's
radius cannot see the light.
21st level*
Two-Armed
The Shadow Hand's Grasp power can now target one or two creatures instead of one. You can targetone creature or object to increase your overall strength check. In addition, you must fail two grab
checks in order to lose control of your target.
_____
Bone Blade - Plaga:
Attached to the forearm of the carapace, this rune-etched bone blade slides forth from it's protectivesheath.
Weapon: Dagger
Enhancement:Critical: 1d6(11th level: 2d6, 21st level: 3d6)
Property: This blade can be used to cast your shadow spells thru. When you cast a curse on a creature,
you gain a +1 bonus to attack rolls against the creature until the curse ends. A creature afflicted by acurse takes a further -2 to their saving throw roll.
Power(At-will) Free Action: This blade is normally attached to the forearm, with the flick of yourwrist; the blade extends from its protective sheath. Resheathing the blade is a minor action.
Power(Daily) Standard Action: You banish your undead army to a safe place. This power rechargesthe Pestis Pact Blade if it has already been used. This power does not count towards your daily item
limit.
Component: This blade attaches itself to the Boneforged Exoskeleton._____
Bone Blade - Pestis:
Attached to the forearm of the carapace, this, rune-etched bone blade slides forth from it's protective
sheath.
Weapon: DaggerEnhancement:
Critical: 1d6(11th level: 2d6, 21st level: 3d6)
Property: This blade can be used to cast your shadow spells thru. When you cast a curse on a creature,
you gain a +1 bonus to attack rolls against the creature until the curse ends. A creature afflicted by a
curse takes a further -2 to their saving throw roll.
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Power(At-will) Free Action: This blade is normally attached to the forearm, with the flick of your
wrist; the blade extends from its protective sheath. Resheathing the blade is a minor action.
Power(Daily) Standard Action: You summon your undead army. This power recharges the Plaga Pact
Blade if it has already been used. This power does not count towards your daily item limit.
Component: This blade attaches itself to the Boneforged Exoskeleton.
_____
Boneforged Exoskeleton
A skeletal carapace attaches itself to your skin - granting protection equal to that of most plate.
Armor: Cloth
Enhancement:
Property: Components from this item set may be attached to the exoskeleton. The armor is treated as if
it is cloth except for the effects listed below. The armor can only be activated once per round.
Power(At-will) Free Action: The armor's carapace comes to life, extending it's protection to the torso.
shoulders, legs, etc. - enhancing it's protection at the expense of the wearer's ability to hit. Your ACbonus increases by +3. However, while this effect is in place, your attack rolls take a -2 penalty. The
corpse explosion at-will is unaffected.
Power(At-will) Free Action: The armor's carapace extends to the more vulnerable parts of the body;
granting protection for the neck, forearms, the feet, etc. - at the expense of the wearer's speed. Your AC
bonus increases by +4. However, while this effect is in place, you take a -3 penalty to attack rolls as
well as take a -1 to your overall speed. The corpse explosion at-will is unaffected. This cannot beactivated unless the first tier is active.
Power(At-will) Free Action: The armor's carapace encompasses the entire body, granting near totalprotection against attacks; the head is now protected in addition to the hands and the many other places
- with the penalty of reduced movement and ability to hit. Your AC bonus increases by +5. However,
while this effect is in place, you take a -4 penalty to your attack rolls as well as take a -1 to your overallspeed. The corpse explosion at-will is unaffected. This cannot be activated unless the second tier is
active.
Cursed: This armor cannot be removed unless a remove affliction ritual is performed with a detramentequal to the character's level.
Special: Items attached to this set of armor cannot be used unless the armor itself is in it's active mode._____
Bone Visage
This humanoid skull slides over your head and melds seamlessly into the carapace; granting limited
control when the time is necessary.
Item Slot: HeadProperty: When you are afflicted with the dazed keyword, you can perform two actions instead of one.
While under the affects of stun, you can perform a standard action.
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Component: This helm attaches itself to the Boneforged Exoskeleton.
Boneweave Boots
These boots attach seamlessly to the carapace and ignore the effects of movement impairing effects.
Item Slot: Feet
Property: The effects of difficult terrain are ignored. If you are immobilized, you can shift 1 square, and
while you are slowed, you can move 3 squares instead of 2.
Component: These boots attach themselves to the Boneforged Exoskeleton.
_____Bonewoven Gauntlets
These gauntlets attach seamlessly to the carapace; punishing those who attack you while afflicted.
Item Slot: HandsProperty: When a creature under the effects of your curse attacks you or one of your summoned
creatures, it takes damage equal to 1 + your Wisdom modifier.
Component: These gauntlets attach themselves to the Boneforged Exoskeleton.
_____
Mind-warping Amulet:
This blackened skull attaches to the chest of the carapace, attacking all those who may be near with
disturbing thoughts of malice and despair.
Item Slot: Neck
Enhancement:
Property: Increase your Arcana, Dungeoneering, Nature, and Religion by +2. This amulet attacks those
who attack the wearer. When a creature performs a hostile action against the wearer, the amulet attacksthe mind of the creature dealing 1d6 psychic damage.
Component: This amulet attaches to the Boneforged Exoskeleton._____
Bonespike Armguards
These armguards attach to the carapace; boney petrusions extend from the forearms all the way up to
the shoulders.
Item Slot: Arms
Property: You can now target one more creature with your curses and encounter powers.
Power(Daily) Free Action: When you miss with an attack power, you can reroll the attack with a +4
bonus. If you miss with this attack, you grant combat advantage until the end of your next turn.
Component: These armguards attach themselves to the Boneforged Exoskeleton.
_____
Trophy-skull Belt
This terrifying array of humanoid skulls hang loosely from the waste.
Item Slot: Waste
Property: Your summoned creatures gain an additional +1 bonus to attack rolls and defenses against
creatures under the effects of your curse.
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Power(Daily) Free Action: One of your summoned creatures may take a set of actions as a free action.