New to DnD and was wondering how necromancers are treated by NPCs?
I get that the magic itself is taboo but uf you dont use it around the NPCs will they still treat you poorly?
Could you use this dark atmosphere around your character as a kind of intimidation?
Use it to enchance a storytelling, poetry, musical performance?
>Is being a necromancers always a bad thing?
>Will you always be treated as such?
If it is taboo and they know you are a neckromancer, then they will either treat you with suspicion, hatred, or fear. If they don't, then they will treat your Nekomancer like every other stranger.
You can use dark Magic, but any time you cast a spell with the [evil] descriptor, like say animate dead, it counts as an evil act. Necromancers can be good, but only if they're willing to toe that line. If I were you, I'd make your necromancer part of a good church, wear priest robes and all.
Depends on the setting, the area where the game takes place and the GM. Chances are that if you try to bring zombies with you into a random town you'll be treated as a villain. Oh, and you don't get any "dark atmosphere" or the like as a class ability.
Let's do that instead, Nekomancer must be like a mix of Diviner ,a Summoner, and a Druid.Crazy spells can put whiskers in the face of enemies or making them meowing instead of talking.
How does the DnD community feel about firearms?
How often are they utilized?
I was reading about them yesterday and someone said they work they same as crossbows.
If this is true its kind of unrealistic, it seems to me guns of that period took way longer to reload then cross bows
THAT FUCKING STAFF
it makes a little sound effect when drawn and I kept hearing it in this one dungeon and I thought I was going insane and my healer was all NOPE DON'T HEAR ANYTHING and pulling it out when I was distracted.
Well, crossbows also took a minute to reload. So at least it's consistent.
Try using the fantasycraft rules. High damage and armor piercing (because fantasycraft uses damage reduction), but it takes seven move actions to reload.
Depends on the setting and the DM, really. Some will just treat it as another magical option, and make NPC reactions no different than the ones they'd display towards Conjurers or Enchanters. Some will treat it as the ultimate unforgivable taboo, and have any NPCs who learn about try to flee from you or try to kill you, depending on whether they stand a chance of taking you out. Sidenote, I've found that when DMs go that route, both the number of NPCs who stand a chance of killing you and their constant availability are really surprising. The BBEG might be given weeks at a time to work unopposed, but expect your PC Necromancer's life to be witchhunters and holy knights, just all the time...
As for the possibility of the aura of dread surrounding your PC being used in any evocative way to enhance the game...it could happen, but don't bet on it. That's the kind of thing that really good DMs would do, and Sturgeon's Law applies to tabletop games as much as it does anything else; 90% of DMs are crap. Sad but true.
>Sidenote, I've found that when DMs go that route, both the number of NPCs who stand a chance of killing you and their constant availability are really surprising.
You forgot to mention that NPCs will also become abnormally insightful about the party's talents.