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Talk:Grimoire Necromancer (3.5e Class)

RatingsEdit

  Foxwarrior likes this article and rated it 3 of 4.
It's a pretty interesting combat class with a number of proper necromantic powers that could nicely spice up some social encounters.

The part where the very last minutes decay first was a nice touch for Witness Death.


  Ghostwheel favors this article and rated it 4 of 4!
This is a really cool class that has minion-ish rules that are both powerful and usable in a number of ways without the problems introduced by other classes and abilities that generate minions. Its action economy uses are well thought-out as well, allowing one to do something interesting on a round-by-round basis with many of the options being at around the same power without an obvious choice while still being balanced per encounter for the most part so that the necromancer can be strong all day without being too strong at the start or too weak at the end.


  ThunderGod Cid favors this article and rated it 4 of 4!
Echoing what Ghostwheel said, having minions in a rogue-level game is tough to balance and this class manages it with aplomb. Well done throughout and possessing attack options other than summoning creeps, it ensures the guy is never totally helpless and serves as a pre-optimized necromancer that doesn't have to plan every feat selection to make credible mooks. The section on minions is also a very nice touch. I like it.


  MisterSinister dislikes this article and rated it 1 of 4.
Just because something is rogue-level is no excuse to make it 'herp-derp, I'm an MMO class and contribute to nothing outside of combat EVARR!'. This is a bad trend among the rogue-level work here, and until someone bucks it, I'm gonna keep downrating. There is no excuse to create a class that can't contribute to the world in any way except killing shit - that's stupid and unplayable.


Just noticed this now. If we are comparing straight-up to a rogue, most classes fall short in out-of-combat contributions. As it turns out, the rogue is a skill monkey. So what are you comparing to? This class has useful skills for outside combat. That's usually where out of combat action happens, after all. I certainly would enjoy improving the class. --Aarnott 19:18, 11 June 2012 (UTC)
Minions have the theoretical potential to be very interesting in the non-combat portions of the game, but the optimizations you did to avoid writing complete stat blocks for them makes this difficult. Can zombies not carry things for you? Do you have any way of sensing what your minions are sensing? Minions with abilities like "can talk" would be very useful.
Also, Skeletal Mages don't have a range, and you could totally add in Corpse Spiders and Zombie Dogs now. --Foxwarrior 23:50, 11 June 2012 (UTC)
I added a range for skeletal mages at least. I'll look into adding some more detail on what minions can actually do. Maybe I'll add some fluff minions (like a skeletal raven that can scout). --Aarnott 16:29, 19 June 2012 (UTC)

Good But i have a questionEdit

What damage die do i roll for each minion. The attack bonuses are listed but not the damage die themselves. —Preceding unsigned comment added by 24.29.240.76 (talkcontribs) at

The minions don't use a damage die. The skeletal mage, for example, deals "1 + HD/2 cold, electricity, acid, or fire damage, chosen upon creation". So at level 6, it could be dealing 4 cold damage when it hits. --Aarnott (talk) 18:04, 23 March 2014 (UTC)

3+Int skillsEdit

Is that a typo? -- Eiji-kun (talk) 00:12, 22 January 2016 (UTC)

Maybe. I don't remember if it was intentional. Either way, I'll change it to 2+int to be more consistent with other casters (even though this class is made for the grimoire framework so it is kinda out of the scope of conventional 3.5e already). --Aarnott (talk) 16:36, 22 January 2016 (UTC)
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