Alright! After fixing a pile of formatting errors, finding out that raising a whole pile of skeletons that do mostly nothing is confusing and boring, and fixing some verbage, this thing looks good to release.
Now, you get a single, well-trained skeleton butler, a man (woman, or genderless animated corpse) of impeccable taste, unswerving loyalty, and rotting flesh. Much more talented than the four skill-less clods before him, he can even speak (eventually, full sentences!), learn a skill (with a full +0 Int modifier!), and eventually there can be
two lovable undead souls, following you around and tending to your every need.
Of course, you can't sense undead anymore. But that's okay, because your skeletal retainer can! Just be sure to ask him about it - he probably won't think to tell you right away.
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The Dead King or Queen is a powerful entity with sway over undeath like a dead god, lich, or death knight. Whatever the nature of this creature, it is willing to make pacts with mortals to imbue them with the ability to cast potent necromantic spells, creating warlocks in life that will serve them in death.
Mortals may make a pact with the Dead King in order to more fully master life and death, or to attain the reliable protection that only a handful of loyal undead can provide.
What I Changed:
- As said above, revamped Accursed Retainers completely. Now is a skeleton that essentially levels alongside you, but never does anything terribly game-breaking. It's got a bunch of little features, most I enumerated above. Check it out!
- I removed the "undead sense" portion of the abilities, and applied it to the retainers. It's up all the time, but the retainers as a rule won't tell you unless you ask them.
- Retainers also hang around until they die which, given that they have 1 hit point, should be pretty frequent.
- Lots and lots of formatting failures. Clearly I need to look at these with a closer eye before putting them up, good to go.
- Not much else, really. People seem to think that Corpse Explosion, Bone Armor, and Master of Death work pretty well, or at least don't consider them worth commenting on. So, that's good!
Concerns:
- I've given the Accursed Retainers a lot of kit, but it doesn't really add up to much. There's also a lot of new verbage, and where there are new words, there's a potential for something to be wrong.
- Still'd like more people to weigh in on Master of Death, it seems like it could use some scrutiny.
* * *
The problem with these pacts is I always want to play them so badly while making them, but have to wait until I'm all well done and finished to even consider it. Doubly true for pacts like this that break new territory and involve new mechanics like minions as a class feature - lots to make sure I'm getting right.
Thanks for what help's been given so far, it's really reshaped a good portion of this pact, and made it all much more clean! Let's see if anyone can find anything else for me to change.
Version 0.3
No reddit thread yet!