Base Class Suggestion: Death Master

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Incarnate
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Joined: Sat Jan 06, 2018 2:36 am

Base Class Suggestion: Death Master

Unread post by Incarnate »

The Death Master


Source: Dragon Compendium variant, p. 30)
Online Source: http://dnd.arkalseif.info/classes/death ... index.html
Description

The death master is a minion of Orcus, the lord of the undead. Armed with a powerful combination of divine and arcane magic, the death master is the unquestioned master of necromancy. He gains a series of boons from Orcus that allow him to spread terror and fear across the land. Even some of the mightiest undead creatures see him as a worthy leader. While rare, the magical powers and deadly abilities of death masters allow them to cause far more damage than their numbers would otherwise allow.

Hit die: d8
Alignment: Any Evil

CLASS SKILLS
The death master's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features

Abilities: Intelligence determines the potency and number of a death master's spells. Charisma is a key attribute in his ability to rebuke undead and force them into service.
Weapon and Armor Proficiency: A death master is proficient with the club, crossbow (light and heavy), dagger, scimitar, scythe, sickle, and staff. Death masters are proficient with light armor but not with shields of any type.

Bonus Language: The death master gains Abyssal as a bonus language. All of his spells, along with most death master tomes and manuals, appear in that tongue.

Rebuke Undead: As an emissary of Orcus, a death master has the power to compel undead to serve him. He channels Orcus's fell energy and uses it to turn the living dead into his pawns. The death master can attempt to rebuke undead a number of times per day equal to 3 + his Charisma modifier. A death master with 5 or more ranks in Knowledge (religion) gains a +2 bonus on rebuking checks against undead.

Spells: The death master's exhaustive study of necromantic magic grants him the ability to use arcane spells. The death master can cast the spells given on the death master spells list. He must choose and prepare his spells ahead of time, as a wizard.
To learn, prepare, or cast a spell, a death master must have an Intelligence score equal to at least 10 + the spell's level. The DC for a saving throw against the death master's spells equals 10 + the spell's level + the death master's Intelligence modifier. The death master receives bonus spells for having a high Intelligence score.

Similar to a wizard, the death master keeps a series of spellbooks in which he scribes the formulas for his spells. He must choose and prepare his spells by getting a good night's sleep and studying his books for 1 hour. While studying, the death master chooses the spells he wants to prepare.

The death master's spells have a special material component that makes them easier to cast in armor. If the death master uses a vial of blood as a material component he can cast the spell without somatic components and thereby ignore the spell failure chance for casting in armor. This blood must come from an intelligent creature (Intelligence 3 or higher) that the death master sacrificed to Orcus. The death master can extract 8 vials from a Medium creature. Double this for each size category above Medium and halve it, to a minimum of 1, for each category below. This extracted blood remains viable for one day, but a gentle repose spell prolongs this time.

Spellbooks: The deathmaster keeps a set of unholy tomes that record the blasphemous, arcane methods for his spells. His spellbooks function in all ways as a wizard's spellbooks, including size, capacity, and cost to add spells.

A death master begins with a spellbook containing all 0-level death master spells plus three 1st-level spells of your choice. For each point of Intelligence bonus the death master has, the spellbook holds one additional spell of your choice. At each new death master level, he gains two new spells of any spell level or levels he can cast (based on his new death master level) for his spellbook. At any time, a wizard can also add spells found in other death masters' spellbooks to his own

Undead Minion: A death master gains the services of an undead creature bestowed unto him by Orcus, typically a wolf skeleton or a zombie troglodyte. With your DM's permission you can gain the services of a different skeleton or zombie creature with a total, post- template CR of 1 or lower.

The death master's minion gains new abilities as he gains levels. A minion's abilities depend on the death master's total level in this class. The death master gains this minion from the great undead legions of Orcus. It obeys his commands without fail, and even takes suicidal actions. The minion is as much a spy for Orcus as a servant for the death master. If destroyed, a new minion appears 24 hours later. The death master can also choose to dismiss his minion to gain a new one. In this case, the death master must wait 24 hours for the new minion to appear.

A death master can choose to gain the services of a more powerful undead servitor at higher levels. Subtract the level modifier listed for a minion from the death master's level to determine the abilities and bonuses it gains. For example, an nth-level death master with a ghast minion grants it benefits as a 2nd-level death master.

Master of the Dead (Su): As a herald of Orcus, the death master is the unquestioned master of the living dead. An undead creature must make a Will save (DC 10 + half the death master's level + his Charisma modifier) in order to attack him in any way. If this save fails, the undead creature cannot take any aggressive action against the death master for 24 hours. If the undead creature succeeds in this save, it can act normally for 24 hours. After this time, it must save again.

While under the effects of this ability, an undead creature cannot take any direct action against the death master, but it could order its minions to attack, cast spells to boost its allies who can attack the death master, and so on.
Undead creatures that lack Intelligence scores automatically fail this save unless another creature controls them, such as a cleric who channels negative energy. In this case, the creature that controls the unintelligent undead makes a save on its behalf

Sustenance of the Dead (Su): A 10th-level death master gains power from the negative energy that infuses undead creatures. Once per round as a free action the death master can draw energy from a single undead creature he controls. The undead creature must be within 60 feet of the death master. When the death master user this power, he reduces the undead creature to a pile of dust and gains 2 temporary hit points per Hit Die of the undead creature. These temporary hit points fade after 1 hour.

An undead creature with an Intelligence score can make a Will save (DC 10 + half the death master's level + his Charisma modifier) to avoid destruction. If the save succeeds, the death master gains no temporary hit points. The undead creature survives and is no longer under the death master's control. The death master can attempt to rebuke the newly independent creature as normal.

Undead creatures that lack Intelligence scores gain no saving throw against this ability.

Aspect of the Dead (Su):* At 15th level, the death master has proven himself as a mighty servant of Orcus. As a reward, the lord of undead grants him several of the defenses and abilities of the living dead. The death master gains darkvision with a range of 60 feet, immunity to all mind-affecting effects, and immunity against poison, sleep effects, paralysis, stunning, disease, and death effects.

Lichdom: At 20th level, the death master gains the lich template. Having proved himself as one of Orcus's most treasured followers, the death master attains the mantle of undeath. Even nonhumanoid death masters gain this template, although usually they are ineligible for it. Already undead death masters gain the lich's benefits listed under armor class, special attacks, turn resistance, damage reduction, abilities, and skills. These granted abilities stack with any the undead death master already possessed.

The Death Master's Undead Minion


A death master's undead minion is superior to a normal undead creature of its kind and has special powers, as described below.
Death Master Level Bonus HD Str/Dex Bonus Special
1-4 +0 +0 Turn Resistance +4
5-8 +2 +2 Unholy Might
9-12 +4 +4 Persistant Corruption
13-16 +6 +6 Link of the Grave
17-20 +8 +8 Relentless Undead

Undead Minion Basics: Use the base statistics for a creature of the minion's kind, as given in the Monster Manual, but make the following changes.

Bonus Hit Dice: The undead minion gains the listed bonus hit dice. Advance its saving throws, base attack bonus, and so forth as per the Monster Manual It does not increase in size due to these bonus HD.

Str/Dex Bonus: The minion gains the listed bonus to both its Strength and Dexterity scores.

Special Abilities: As the death master gains levels, his undead minion gains a number of special abilities.

Turn Resistance +4 (Ex): The undead minion gains this turn resistance in addition to any turn resistance it normally gains.

Unholy Might (Su): Once per day as a standard action, the death master can channel unholy energy into his minion to allow it to fight with increased vigor. The death master must touch the minion to imbue it with this power. The minion gains a +4 bonus to Strength and a +2 bonus on all saves for a number of rounds equal to 5 + the death masters Wisdom modifier. If the minion is a zombie, it loses the single actions only drawback for the duration of this ability.

Persistent Corruption (Su): The death master of this level is such a favored apostle of Orcus that the lord of undead returns a destroyed minion to him shortly after its destruction. The death master must only wait 1 hour for a replacement undead minion if his is destroyed. He must still wait 24 hours for a replacement undead minion if he releases his current one.

Link of the Grave (Sp): Once per day as a free action, the death master can cast a Shield Other spell with caster level equal to the death master's class level that links him to his minion. This spell has one critical difference from its normal form. Treat the death master as the spell's target and the minion as the caster. Thus, if the death master suffers damage he shares the total with his minion, but not vice versa.

Relentless Undead: The death master's minion gains fast healing 3.
Alternative Undead Minions

As explained on page 35, a death master of sufficiently high level can select his undead minion from one of the following lists, applying the indicated adjustment to the death master's level (in parentheses) for purposes of determining the companion's characteristics and special abilities.

4th Level or Higher (Level -3)
Bugbear zombie
Ghoul
Owlbear skeleton
7th Level or Higher (Level -6)
Chimera skeleton
Minotaur zombie
Ogre zombie
Wyvern zombie
10th Level or Higher (Level -9)
Allip
Ettin skeleton
Ghast
Gray render zombie
Wight
13th Level or Higher (Level -12)
Cloud giant skeleton
Mummy
Wraith
16th Level or Higher (Level -15)
Spectre

Advancement

Spells per Day
Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Rebuke undead, spells, undead minion 3 1 — — — — — — — —
2nd +1 +0 +0 +3 4 2 — — — — — — — —
3rd +2 +1 +1 +3 4 2 1 — — — — — — —
4th +3 +1 +1 +4 4 3 2 — — — — — — —
5th +3 +1 +1 +4 Master of the dead 4 3 2 1 — — — — — —
6th +4 +2 +2 +5 4 3 3 2 — — — — — —
7th +5 +2 +2 +5 4 4 3 2 1 — — — — —
8th +6/+1 +2 +2 +6 4 4 3 3 2 — — — — —
9th +6/+1 +3 +3 +6 4 4 4 3 2 1 — — — —
10th +7/+2 +3 +3 +7 Sustenance of the dead 4 4 4 3 3 2 — — — —
11th +8/+3 +3 +3 +7 4 4 4 4 3 2 1 — — —
12th +9/+4 +4 +4 +8 4 4 4 4 3 3 2 — — —
13th +9/+4 +4 +4 +8 4 4 4 4 4 3 2 1 — —
14th +10/+5 +4 +4 +9 4 4 4 4 4 3 3 2 — —
15th +11/+6/+1 +5 +5 +9 Aspect of the Dead 4 4 4 4 4 4 3 2 1 —
16th +12/+7/+2 +5 +5 +10 4 4 4 4 4 4 3 3 2 —
17th +12/+7/+2 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +6 +6 +12 Lichdom 4 4 4 4 4 4 4 4 4 4
Incarnate
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Re: Base Class Suggestion: Death Master

Unread post by Incarnate »

Death Master Spell-list

0-LEVEL DEATH MASTER SPELLS (CANTRIPS)
Arcane Mark: Inscribes a personal rune (visible or invisible).
Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Disrupt Undead: Deals ld6 damage to one undead.
Flare: Dazzles one creature (-1 penalty on attack rolls).
Ghost Sound: Figment sounds.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals ld3 cold damage.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Touch of Fatigue: Touch attack fatigues target.
Virtue: Subject gains 1 temporary hp.

1ST-LEVEL DEATH MASTER SPELLS
Alarm: Wards an area for 2 hours/level.
Bane: Enemies take - 1 on attack rolls and saves against fear.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch: One touch/level deals ld6 damage and possibly 1 Str damage.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Curse Water: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Doom: One subject takes -2 on attack rolls, damage rolls, saves, and checks.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Expeditious Retreat: Your speed increases by 30 ft.
Grease: Makes 10-ft. square or one object slippery.
Hide from Undead: Undead can't perceive one subject/level.
Identify: Determines properties of magic item.
Inflict Light Wounds: Touch deals ld8 damage +1/level (max +5).
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+l damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Ray of Enfeeblement: Ray deals ld6 +1 per two levels Str damage.
Sanctuary: Opponents can't attack you, and you can't attack.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Shocking Grasp: Touch delivers ld6/level electricity damage (max 5d6).
Unseen Servant: Invisible force obeys your commands.

2ND-LEVEL DEATH MASTER SPELLS
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Alter Self: Assume form of a similar creature.
Animate Dead: Creates undead skeletons and zombies.
Blindness/Deafness: Makes subject blinded or deafened.
Blur Attacks miss subject 20% of the time.
Chill Metal: Cold metal damages those who touch it.
Command Undead: Undead creature obeys your commands.
Darkness: 20-ft. radius of supernatural shadow.
Darkvision: See 60 ft. in total darkness.
Daze Monster: Living creature of 6 HD or less loses next action.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Desecrate: Fills area with negative energy, making undead stronger.
Detect Thoughts: Allows "listening" to surface thoughts.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Fog Cloud: Fog obscures vision.
Gentle Repose: Preserves one corpse.
Ghoul Touch: Paralyzes one subject, which exudes stench
Tasha's Hideous Laughter: Subject loses actions for 1 round/level.
Hold Person: Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Locate Object: Senses direction toward object (specific or type).
Make Whole: Repairs an object.
Misdirection: Misleads divinations for one creature or object.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs ld4 ability damage.
Scare: Panics creatures of less than 6 HD.
See Invisibility: Reveals invisible creatures or objects.
Shatter: Sonic vibration damages objects or crystalline creatures.
Silence: Negates sound in 20-ft. radius.
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Touch of Idiocy: Subject takes ld6 points of Int, Wis, and Cha damage.
Undetectable Alignment: Conceals alignment for 24 hours.
Web: Fills 20-ft.-radius spread with sticky spiderwebs.

3RD LEVEL DEATH MASTER SPELLS
Arcane Sight: Magical auras become visible to you.
Bestow Curse: -6 to an ability score; -4 on attack
rolls, saves, and checks; or 50% chance of losing each action.
Contagion: Infects subject with chosen disease.
Deep Slumber: Puts 10 HD of creatures to sleep.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Diminish Plants: Reduces size or blights growth of normal plants.
Dispel Magic: Cancels magical spells and effects.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Halt Undead: Immobilizes undead for 1 round/level.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min/level.
Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
Magic Weapon, Greater. +1/four levels (max +5).
Meld into Stone: You and your gear merge with stone.
Phantom Steed: Magic horse appears for 1 hour/level.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Ray of Exhaustion: Ray makes subject exhausted.
Remove Curse: Frees object or person from curse.
Slow: One subject/level takes only one action/round, - 1 to AC, reflex saves, and attack rolls.
Speak with Dead: Corpse answers one question/two levels.
Stinking Cloud: Nauseating vapors, 1 round/level.
Stone Shape: Sculpts stone into any shape.
Vampiric Touch: Touch deals ld6/two levels damage;caster gains damage as hp.
Wind Wall: Deflects arrows, smaller creatures, and gases.

4TH-LEVEL DEATH MASTER SPELLS
Arcane Eye: Invisible floating eye moves 30 ft./round.
Charm Monster Makes monster believe it is your ally.
Crushing Despair Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Death Ward: Grants immunity to death spells and negative energy effects.
Detect Scrying: Alerts you of magical eavesdropping.
Dimension Door Teleports you a short distance.
Dimensional Anchor: Bars extradimensional movement.
Enervation: Subject gains ld4 negative levels.
Evard's Black Tentacles: Tentacles grapple all within 20-ft. spread.
Fear: Subjects within cone flee for 1 round/level.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Globe of Invulnerability, Lesser Stops 1st- through 3rd-level spell effects.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Scrying: Spies on subject from a distance.
Solid Fog: Blocks vision and slows movement.
Stoneskin: Ignore 10 points of damage per attack.
Tongues: Speak any language.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.

5TH-LEVEL DEATH MASTER SPELLS
Baleful Polymorph: Transforms subject into harmless animal.
Blight: Withers one plant or deals ld6/level damage to plant creature.
Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
Command, Greater: As command, but affects one subject/level.
Cone of Cold: 1d6/level cold damage.
Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
Dispel Good: +4 bonus against attacks.
Dominate Person: Controls humanoid telepathically.
Hold Monster: As hold person, but any creature.
Inflict Light Wounds, Mass: Deals ld8 damage +1/level to many creatures.
Insect Plague: Locust swarms attack creatures.
Magic Jar: Enables possession of another creature.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Slay Living: Touch attack kills subject.
Symbol of Pain: Triggered rune wracks nearby creatures with pain.
Unhallow M: Designates location as unholy.
Wall of Stone: Creates a stone wall that can be shaped.
Waves of Fatigue: Several targets become fatigued.

6TH-LEVEL DEATH MASTER SPELLS
Acid Fog: Fog deals acid damage.
Antilife Shell: 10-ft.-radius field hedges out living creatures.
Blade Barrier: Wall of blades deals ld6/level damage.
Circle of Death: Kills ld4/level HD of creatures.
Control Undead: Undead don't attack you while under your command.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Eyebite: Target becomes panicked, sickened, and comatose.
Harm: Deals 10 points/level damage to target.
Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
Move Earth: Digs trenches and builds hills.
Shadow Walk: Step into shadow to travel rapidly.
Symbol of Fear Triggered rune panics nearby creatures.
Undeath to Death: Destroys ld4 HD/level undead (max 20d4).
Word of Recall: Teleports you back to designated place.

7TH-LEVEL DEATH MASTER SPELLS
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
Creeping Doom: Swarms of centipedes attack at your command.
Destruction: Kills subject and destroys remains.
Ethereal Jaunt: You become ethereal for 1 round/level.
Finger of Death: Kills one subject.
Hold Person, Mass: As hold person, but all within 30 ft.
Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
Power Word Blind: Blinds creature with 200 hp or less.
Repulsion: Creatures can't approach you.
Scrying, Greater: As scrying, but faster and longer.
Symbol of Stunning: Triggered rune stuns nearby creatures.
Symbol of Weakness: Triggered rune weakens nearby creatures.
True Seeing: Lets you see all things as they really are.
Waves of Exhaustion: Several targets become exhausted.
Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.

8TH-LEVEL DEATH MASTER SPELLS
Antimagic Field: Negates magic within 10 ft.
Antipathy: Object or location affected by spell repels certain creatures.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Clone: Duplicate awakens when original dies.
Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
Discern Location: Reveals exact location of creature or object.
Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
Iron Body: Your body becomes living iron.
Maze: Traps subject in extradimensional maze.
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Power Word Stun: Stuns creature with 150 hp or less.
Symbol of Death: Triggered rune slays nearby creatures.
Temporal Stasis: Puts subject into suspended animation.
Trap the Soul: Imprisons subject within gem.
Unholy Aura: +4 to AC, +4 resistance, and SR 25 against good spells.

9TH-LEVEL DEATH MASTER SPELLS
Astral Projection: Projects you and companions onto Astral Plane.
Dominate Monster: As dominate person, but any creature.
Energy Drain: Subject gains 2d4 negative levels.
Etherealness: Travel to Ethereal Plane with companions.
Foresight: "Sixth sense" warns of impending danger.
Hold Monster, Mass: As hold monster, but all within 30 ft.
Implosion: Kills one creature/round.
Power Word Kill: Kills one creature with 100 hp or less.
Shapechange: Transforms you into any creature, and change forms once per round.
Soul Bind: Traps newly dead soul to prevent resurrection.
Wail of the Banshee: Kills one creature/level.
Weird: As phantasmal killer, but affects all within 30 ft.
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Valefort
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Re: Base Class Suggestion: Death Master

Unread post by Valefort »

No base class with custom spellcasting can be done in nwn2, save for Rasael's spell system which has its own limitations.
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Re: Base Class Suggestion: Death Master

Unread post by Incarnate »

Valefort wrote:No base class with custom spellcasting can be done in nwn2, save for Rasael's spell system which has its own limitations.
When you say custom spellcasting, do you mean custom spells? Or do you mean changing their type from divine to arcane, or? Or simply new spells? Because if its the latter, the those spells doesn't exist in the game could just be replaced with other similar spells that would make reasonable sense to add, and if none similar exists, then its just too bad and will have to make due without. Also, their spell list doesn't mean they can't learn new spells as they can add new spells to their spell books just as wizards can.
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Re: Base Class Suggestion: Death Master

Unread post by Valefort »

No i mean new spellbook.
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Re: Base Class Suggestion: Death Master

Unread post by Incarnate »

Valefort wrote:No i mean new spellbook.
As in the spell list?
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Re: Base Class Suggestion: Death Master

Unread post by Valefort »

It's not possible to create a base class that has its own, separate, spell book yes. You're stuck with the existing vanilla ones wizard, cleric, etc.
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Re: Base Class Suggestion: Death Master

Unread post by Sun Wukong »

If you do create a custom spell book, it will be just a feat per spell level with few selections to cast. No metamagic, or anything. See Assassin and Blackgaurd.
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Re: Base Class Suggestion: Death Master

Unread post by Incarnate »

Valefort wrote:It's not possible to create a base class that has its own, separate, spell book yes. You're stuck with the existing vanilla ones wizard, cleric, etc.
It would be either wizard or cleric - it seems wizard would be the most appropriate then, as they according to the discription are arcane spells. Are there any that would be more appropriate? Also, from what I know there are a lot of the divine spells that can still can be learned as a wizard, so it wouldn't really be that big of issue, the only real loss would be all the known spells from the beginning.

I'm thinking it could be possible to make feats that essentially would be spell lists the death master could copy spells from to his/her spellbook - to reflect the known spells.

Let me elaborate on what I'm thinking here, basically use the study spell feat to learn any of the spells from the list, though I realize that may not be as straightforward and may require some kind of workaround but I think its doable. Because I think that using the study spell feat will require using the actual spell in question much like it would when attempting to learn a spell from a scroll, which might cause the need for a work around.
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