Dark Classes+Evil abilities
Posted: Wed Jun 25, 2014 5:47 pm
I was wondering,As an addition to an evil campaign,There should be opposite Classes to the original Cleric,Mage,Thief,Fighter.Of course,This would take a Great deal of thinking of,as one does not simply Create new classes.
But,I believe that Evil-Party campaigns should have a little extra added to them.(Not saying that Dark classes are necessary,It would add more Evil,that's all.)For example,One of my ideas to add to the Necromancer Supplement is the Soul Steal ability,(This has been play tested,Works reliably.)
When a Necromancer kills a Monster(Deals the finishing blow)they gain a soul,These souls can be used for two purposes(If anyone has any other ideas,They will be more than welcome)
1.The Necromancer can use 7 Souls to heal 1D4 hit points to the Necromancer (and only the Necromancer).This takes one In game round.This should stagger and slowly increase,But currently no Viable increase has been determined.
2.After 20Souls are gained,The Necromancer gains an extra +1 to hit.Total souls Carried increases every level by four,starting at 24for lv1,and capping at 80 for level 20.
More ideas to Come,Maybe on a sort of Cleric that saps life energy off of a Creature to heal the party,Or an evil Dark Knight/Dark Gladiator/Dark Champion,Etc.
All feedback appreciated,Propose new ideas if you want!
~Nekky
But,I believe that Evil-Party campaigns should have a little extra added to them.(Not saying that Dark classes are necessary,It would add more Evil,that's all.)For example,One of my ideas to add to the Necromancer Supplement is the Soul Steal ability,(This has been play tested,Works reliably.)
When a Necromancer kills a Monster(Deals the finishing blow)they gain a soul,These souls can be used for two purposes(If anyone has any other ideas,They will be more than welcome)
1.The Necromancer can use 7 Souls to heal 1D4 hit points to the Necromancer (and only the Necromancer).This takes one In game round.This should stagger and slowly increase,But currently no Viable increase has been determined.
2.After 20Souls are gained,The Necromancer gains an extra +1 to hit.Total souls Carried increases every level by four,starting at 24for lv1,and capping at 80 for level 20.
More ideas to Come,Maybe on a sort of Cleric that saps life energy off of a Creature to heal the party,Or an evil Dark Knight/Dark Gladiator/Dark Champion,Etc.
All feedback appreciated,Propose new ideas if you want!
~Nekky