Post your comments on the Grave Master Supplement here.
http://basicfantasy.org/downloads.html#gravemasters
tilfordkage1985 wrote:If it helps with with the process, I am Dming a game that has a Grave Master in it and I could keep updating you?
So far:
He uses his scimitar quite a bit, and , in my opinion, a scythe, dagger, and staff are enough weapons for the class, but as for spells, he seemed to start out TOO weak for this concept. I allowed him to start with 2 spells.
Of course, I allow magic-users to start out with their INT modifier in known spells, so take that last bit at face value. If this should go else where, feel free to berate me, but just thought I'd lend a hand in my new favorite RPG!
SmootRK wrote:Good feedback for Grave Master. I would offer that even first level MUs are terribly weak (being akin to a one shot magic item that walks). Any house rules that you apply towards a standard MU ought to go to a Grave Master as well (or Illusionist for that matter), as they are modeled directly as MUs with alternate spell choices. Scimitar issue may be valid, as it was a remnant of the original Death Master npc class found in Dragon Magazine 73... flavor mostly, and something that could go (leaving sickles, spades, daggers, staffs, and the Scythe).
thanks for feedback... I have been eagerly waiting for some actual playtest results (as even I have yet to get any use out of it). I will keep it all in mind for r2.
You are right. We will need to review and update this stuff.. I will take a look at the text to see where we goofed and get it corrected.In the legend on p2 it says that Almanack or Spell Supplement spells are marked w/ (s), but in the spell lists they are marked w/ (ss). Also, the Call Horseman spell isn't marked as a Grave Master spell (gm), though it says it might be open to other MUs, so maybe that's why. All the other 7th level spells come from the Almanack, so I think they need an (s) or (ss) mark, unless it's just assumed players will know that. On the Embalm cantrip, the range is 20' and the duration is 'touch,' which is a bit confusing.
I will give this thought... but it is meant as +2 per hit die (up to maximum hit points per die roll), not a flat bonus like Constitution would grant. Changing it to a single point of bonus would be a reasonable tweak if consensus thinks it is too powerful for a cantrip.On the spells, Embalm seems pretty powerful for a cantrip. It makes sense, but I imagine a high-level Grave Master casting a bunch of Embalm cantrips and then raising a squad of high HP zombies. Since the +2/HD is permanent, that's actually a fairly powerful spell, giving each zombie +4 HP.
Thanks... but thank Tim Burton and Johnny Depp's "Sleepy Hollow" for the inspiration here.I love the Call Horseman spell. That's just wicked, in the best kind of way.
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