Monday, January 3, 2011

Ringleader


Ringleader

While the world around you fell apart, with the recently dead raised back to hunt and civilization tearing apart at the seams, you saw your golden opportunity. You took the Disease, modified it and refined it, and infected yourself. Now, with your undead vigor and extended lifespan, you have unlocked the keys to a new life. Maybe you have attained mastery over other zombies, or perhaps your infection has manifested newfound abilities. One thing is certain: you are a breed all your own, ready to use your corruption to attain your own selfish needs.  

Automatic Talents:
Raise Minion – As a standard action, select one corpse within 5 squares of you. That corpse comes back to life as a zombie minion, and follows your commands, but has no actions of its own. You may spend one or more of your actions to grant each of your zombie minions the same type of action, which they take on your turn (you can skip your standard action to grant them each a standard action). Use the following stat block: 

Strength: 10 // Agility: 10
Resilience: 10 // Willpower: 8
AC: 15 // HP: (Your bloodied value)
Move Actions – Move 5 squares or shift 1 square
Standard Actions - Attack: +4 attack bonus, 1d6 damage.
Minor Actions: None

You may have only one zombie minion at a time. As a minor action, you can release your control over a zombie to raise a new minion; if you do, the zombie you released dies and cannot be raised again. Raising the new zombie requires a standard action as normal.

Twisted Mending – You gain the “Twisted Mending” power:

Twisted Mending Recharge 5 6
Full Round Action No Roll
Targets: One zombie and one living creature, both within 5 squares of you

Effect: The living creature takes 1d4 damage and the zombie target regains twice that number of hit points.

Special: Each time this power targets one of your zombie minions, reduce that minion’s maximum number of hit points by 1.

Statistics: 
HP: 16 + Resilience score at 1st level, +6 each time you gain a level. 
Ability Score Modifiers: -2 Strength, +2 Willpower
Starting Humanity: 10
Class Skills: Athletics, Intimidate, (in progress)



Necromancer Talent Tree: Your ability to raise the dead is unmatched.

Improved Raise Minion: You can now control two zombie minions.
- Requires Raise Minion

Toughened Hide: Your zombie minions gain +1 AC.
- Special: You may take this talent multiple times.

Combat Corpse: Increase the Strength and Resilience scores of your zombie minions by 2.
- Special: You may take this talent up to twice
- Requires Toughened Hide

Bane of the Living: When your zombie minions attack a living creature, they deal an additional 2 points of damage.
- Special: You may take this talent multiple times.
- Requires Combat Corpse

Improved Toughened Hide: Your zombie minions gain Resist Damage – All (1)
- Special: You may take this talent multiple times. Each time increase the resistance it grants by 1 point. 
- Requires: Toughened Hide, level 7

Life Tap: When your zombie minions deal damage to living creatures, they regain hit points equal to the damage they dealt. 
- Requires: Raise Minion, level 9



Cruel Surgeon Talent Tree: Your mastery over unlife allows you to knit flesh, for good or evil.

Corpse Stitching: When you use your “Twisted Mending” power, if you are adjacent to the undead target, the undead regains an additional 1d6 HP. 

The Best Defense…: Each zombie minion within 5 squares of you gains a +4 bonus to AC.

… Is a Good Offense: Each living creature within 5 squares of you takes a -4 penalty to AC, as long as a zombie minion is also within 5 squares of you. 
- Requires The Best Defense…

Improved Corpse Stitching:  Increase the bonus HP gained by Corpse Stitching to 2d6.
- Requires Corpse Stitching

Advanced Mending: Increase the damage of Twisted Mending by one die. This will cause the HP regained to increase as well, as normal.
- Special: You may take this talent multiple times.
- Requires Corpse Stitching

Desecrating Wave: Once per day, as a standard action, you may have each undead creature within 5 squares of you regain 3d6 hit points. When you do, you may have each living creature within 5 squares of you take damage equal to the total hit points healed by this ability.
- Requires Twisted Mending, level 7

Corpse Explosion: You gain the “Corpse Explosion” power:

Corpse Explosion Recharge Encounter
Standard Action No Roll
Targets: One zombie minion you control within 10 squares.

Effect: Your zombie minion explodes, dealing damage equal to its current hit points, to each creature within 5 squares of it.
- Requires Desecrating Wave, level 9



A Quicker Way to Kill Talent Tree: Bypassing the need for minions, you focus on merely rotting your foes.

Undead Channeling: You gain the ability to cast spells from the Ringleader Spell List, and you use mana points (MP) to cast spells. Your mana points are equal to 5 per level in Ringleader you possess, plus your Willpower score. Your MP replenish at dawn. See Chapter XX for information on Spells. 

Are You Sure About That?: You may reduce your maximum number of hit points by any amount, adding twice that amount to your mana points. This effect is permanent, and hit points removed from your maximum in this manner cannot be regained in any way. Using this ability is a minor action, which you can perform at any time, any number of times.

A Safer Way to Play: As a minor action, you may lose any number of hit points up to your bloodied value and gain the same number of mana points. This is not a permanent effect, and these hit points can be regained through healing, as normal. This damage cannot be prevented or reduced in any way. 
- Requires Are You Sure About That?

Overpowering Channeling: Enemies take a -1 penalty to any tests made to resist your spells or their effects. 
- Special: You may take this talent multiple times.
- Requires Undead Channeling

Forceful Channeling: You gain a +1 bonus to damage rolls of your spells. 
- Special: You may take this talent multiple times.
- Requires Undead Channeling

Have Some Extra Mana: Increase your MP to 10 per level in Ringleader you possess (instead of five), plus your Willpower score.
- Requires Are You Sure About That?

Sweet, Sweet Murder: As a standard action, you may choose one ally within 10 squares of you, and spend any number of mana points, to a maximum of one point per level of Ringleader you possess. For each point you spend this way, that ally gains a +1 bonus to his next damage roll made before the start of your next turn. 
- Requires Undead Channeling

Making Murder Easier: When you apply your bonus from Sweet, Sweet Murder to an ally, that ally also gains a bonus to the attack roll equal to the damage bonus you granted. 
- Requires Sweet, Sweet Murder

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