We continue our reimaging of the Necromancer with this update of a Paragon Path for wizards. Perhaps I’m the only one, but I miss the old specialist wizards of previous editions. This revision results from reader feedback and a desire to provide the community with a more workable version of the Necromancer.
Once again I’d like to thank Wyatt of Spirits of Eden for his suggestions to provide more balance to this paragon path. You can read more on our thoughts on the Necromancer and our previous versions of the class. We hope to have a revised version of the Epic Tier in the next few weeks.
We see the Necromancer as an individual who fights for good but is often mistaken as evil. Just like the early practitioners of medicine in our own world, who dug up graves to study anatomy. A practice that was deemed unethical and morally wrong at the time. The Necromancer is an individual who walks the dividing line of ethical behaviour.
The Necromancer Paragon Path
Life is fickle, a simple disease or a sword through the chest and it’s over, finished before it has truly started. You walk the line between life and death. Dabbling in the dark arts you seek the mysteries of life. Not for malevolent purpose, but for the greater good. To propel society forward through gains in the healing arts. To push back the tide of darkness that is the walking dead. You seek to destroy this evil by studying its source.
Some would disagree with your methods as they are in contravention to the norms of the day. Digging up the recently dead you dissect the corpses looking for some clue towards the greater mysteries of life. Society considers you morally repugnant, a blight on all that is good. You know the truth of things; you know what wonders your work will eventually bring.
Necromancer Paragon Path Features
Upon selecting the Necromancer Paragon Path the character is required to make a choice between a Necrotic or Radiant power source. On all attacks the Necromancer has the option to apply this damage source in addition to any other damage type listed.
Undead Mastery (11th level): Whenever you attack any undead add your Intelligence modifier as extra damage.
Cheat Death (11th level): When you spend an action point you can also spend a healing surge, gaining extra healing equal to your Constituion modifier.
Reconstituted Fortitude (16th level): Whenever an enemy attacks your Fortitude defense that enemy takes radiant damage equal to your Constitution modifier (minimum 1).
Necromancer Attack 11
You draw deep upon your own life reserve and blast it outwards dazing your opponents.
Encounter * Arcane, Implement, Radiant
Standard Action Close burst 2
Target: Each enemy in burst
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intellignece modifier radiant damage and you daze the target until the end of your next turn.
Necromancer Utility 12
Purple tendrils of power flicker from your finger tips as you draw your opponents life force into yourself.
Daily * Arcane, Necrotic
Immediate Reaction Personal
Trigger: When an attack reduces a creature to zero hit points.
Effect: You gain your healing surge value in temporary hit points and +1 to your fortitude and will defenses until the temporary hit points
Necromancer Attack 20
As your enemies attack, a skeletal guardian appears and shields you. It then explodes sending bone fragments at your opponents.
Daily * Arcane, Implement, Necrotic
Immediate Reaction Close burst 3
Trigger: When you are attacked.
Attack: Intelligence vs. AC
Hit: 3d6 + Intelligence modifier necrotic damage and the target takes ongoing 5 necrotic damage (save ends).
Miss: Half damage and no ongoing damage.