On a side note: some special evil races have any for preferred class, while their equivalent have cleric or paladin- limiting the build possibility (without extreme difficulty) and sort of pigeon holing the "goody two shoes" races.
More love for good PC's would be nice, but I rarely encounter them, despite normally playing as one . . . whether it is because of the lack of options or because people prefer RP something other than "Lawful Stupid." ((I rp lawful good alot as "innocent until proven evil" type thing, even with paladin and have a blast finding the dichotomies and just what my character is willing to bend on without breaking entirely. Rabbit trail. Sorry.))
I am very pleased to have access to what awesomeness is employed and added by the builder team and use it within rp-perspective such as Osiris LG mummy rp fun.
To the subject at hand: Mummy Dust!
Perhaps it could have a material component to cast . . . and turns into a non-tradable henchman? Like a golem, but "bound" to the one that formed it?
Mummy Dust!


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*Sinlinara
- Posts: 528
- Joined: Thu Jan 01, 1970 12:00 am
I wouldn't mind seeing every race's favored class be Any myself. . . :rolleyes:


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*Mezzy
- Posts: 43
- Joined: Thu Jan 01, 1970 12:00 am
Don't think it does, but necrotic might; Does it improve the mummy?
Second; Should it improve the mummy as the feat description surely points out you make more powerful undeads. Mummy is undead.
Rule of three; Why the mummy hatin'? You pick the feat, or you don't pick the feat.
And necromancy is not evil. Used to be the school for healing spells too, which makes more sense than what the school of healing is now.
Second; Should it improve the mummy as the feat description surely points out you make more powerful undeads. Mummy is undead.
Rule of three; Why the mummy hatin'? You pick the feat, or you don't pick the feat.
And necromancy is not evil. Used to be the school for healing spells too, which makes more sense than what the school of healing is now.


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*Ariella
- Posts: 308
- Joined: Thu Jan 01, 1970 12:00 am
This pretty much sums up my point of view. That said if it is currently the most powerful summon that is entirely unintentional and it will be re-balanced. During my testing the mummy could just defeat Gate but was easily dispatched by epic gate. This is the position in terms of power it was meant to sit within.Mick64,Jun 26 2017 wrote: I find it excessively ironic that you put the word argument in quotation marks then immediately proceed to form a strawman. But anyways...
It's common practice in many games to offer different options and strengths to different "Categories". The categories are most usually (In the case of RPGs) classes and races, but can be other things a well, such as Colors in Magic:The Gathering or.... alignments, in Dungeons and Dragons. Hunters might be better at dishing out damage then Warriors in WoW (I don't play WoW, don't hurt me if this isn't true), Black is better then Green at killing creatures in M:tG, and on SCOD (Currently) necromancers/evil are the best at employing minions. This is a thing because it makes your choice of category meaningful, and also gives incentives to try out multiple categories to get different gameplay experiences.
Role-Playing Games (As in, storytelling, with RP) have an additional layer that isn't really covered by game design however, which is flavor. Flavorful elements are important because they help present a character as a person, and not just as a stat block.

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*Mick64
- Posts: 490
- Joined: Thu Jan 01, 1970 12:00 am
Necromancy in general is not evil. Raising undead specifically is Evil. Casting Vampiric Feast is not Evil. Casting Mummy Dust is.wrote:And necromancy is not evil. Used to be the school for healing spells too, which makes more sense than what the school of healing is now.



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*Artifice
- Posts: 126
- Joined: Thu Jan 01, 1970 12:00 am
Most necromancy spells aren't evil?
Like animate dead, bestow curse, blight, blindness/deafness, cause fear, chill touch, circle of death, command undead, contagion, create greater undead, curse water, death knell, demise unseen, destruction, doom, energy drain, enervation, eyebite, fear, finger of death, ghoul touch, harm, horrid wilding, inflict critical wounds, inflict light wounds, inflict minor wounds, inflict moderate wounds, inflict serious wounds, magic jar, mass inflict critical wounds, mass inflict light wounds, mass inflict moderate wounds, mass inflict serious wounds, momento mori, mummy dust, pestilence, poison, ray of enfeeblement, ray of exhaustion, scare, slay, slay living, soul bind, symbol of death, symbol of fear, symbol of pain, symbol of weakness, touch of fatigue, vampiric touch, wail of the banshee, waves of exhaustion and waves of fatigue?
WotC actually deliberately moved the cure spells out of necromancyin the transition from AD&D to D&D specifically so that necromancy would be unambiguously evil. I think it was a good decision.
Like animate dead, bestow curse, blight, blindness/deafness, cause fear, chill touch, circle of death, command undead, contagion, create greater undead, curse water, death knell, demise unseen, destruction, doom, energy drain, enervation, eyebite, fear, finger of death, ghoul touch, harm, horrid wilding, inflict critical wounds, inflict light wounds, inflict minor wounds, inflict moderate wounds, inflict serious wounds, magic jar, mass inflict critical wounds, mass inflict light wounds, mass inflict moderate wounds, mass inflict serious wounds, momento mori, mummy dust, pestilence, poison, ray of enfeeblement, ray of exhaustion, scare, slay, slay living, soul bind, symbol of death, symbol of fear, symbol of pain, symbol of weakness, touch of fatigue, vampiric touch, wail of the banshee, waves of exhaustion and waves of fatigue?
WotC actually deliberately moved the cure spells out of necromancyin the transition from AD&D to D&D specifically so that necromancy would be unambiguously evil. I think it was a good decision.
