The current Necromancer class is nice if you want to play ToME as a mage or summoner type, I guess. But if you want to play as a fighting necromancer, your race/subrace choices are rather limited due to the innate weaknesses of mages - the Necromancer's bonus to Weaponmastery and Combat just doesn't cut it, IMO. So I propose a new class in the Warrior class family, based on the Demonologist. It should look something like this:
Edit: Changed name to Death Knight at Sirrocco's suggestion.
C:a:N:Death Knight C:a:D:A warrior who backs up their fighting skills with some death magic. C:a:O:115:55:1d1 C:a:k:+0:+0:Combat C:a:k:+0:+0:Weaponmastery C:a:k:=0:=0:Axe-mastery C:a:k:=0:=0:Hafted-mastery C:a:k:=0:=0:Polearm-mastery C:a:k:+1000:+100:Archery # Might be unbalancing - maybe stick with Warrior bonus C:a:k:+1000:+900:Sneakiness C:a:k:+1000:+900:Disarming C:a:k:+1000:+400:Magic C:a:k:+1000:+0:Spirituality C:a:k:=0:=0:Antimagic C:a:k:+1000:+800:Necromancy # Shouldn't be as good as for a straight Necromancer C:a:g:Nobody C:a:g:Manwe Sulimo C:a:g:Tulkas C:a:g:Melkor Bauglir
(The above might need modification though, I'll see how it works.)
Basically: competent fighter, halfway-decent archer, pretty good at Necromancy. Note that a member of this class wouldn't get Undead Form or Touch of Death automatically.
Now the problems: I'm woried that Horrify would make this way too powerful at low levels. Also, Necromantic Teeth can be a source of nastily powerful ego weapons at medium levels, which I think might be unbalancing if wielded by a PC actually good at fighting. I'll hazard a guess that a class like this might work better in T3, in which some aspects of Necromancy appear to be nerfed a bit.
At any rate, I'll try editing the class into my p_info.txt and seeing how it works. My guess is that it will need a some nerfing but I can't be sure until I've tried.
Sirrocco: The idea seems reasonable. If you do put it in, though, might I suggest you call it something a bit different? "Death Knight" for the generic-but-still-cool version, or any number of similar possibilities. I'd also suggest at least considering stripping out some of the archery, when you're making balance changes. This class is focused enough that they *will* be pumping points into Necromancy, and that already provides a decent bit of ranged damage at higher levels. I also might suggest throwing in enough barehand-combat to make it a viable alternative without FF. They are a warrior-class with a fairly straightforward path to Touch of Death, after all.
Also, I'd always heard the Death-priests described as being essentially combat Necromancers. Are they not adequate to your needs?
LordEstraven: Archery is for nonliving opponents - keep that Horned Reaper from getting within beheading distance with full HP, etc. And because ugly, menacing crossbows seem like just the thing for these guys. I see what you mean about balance issues though, and the Warrior bonus to Archery could be enough.
(Also, Necromancy in T3 doesn't give distance attacks...)
Touch of Death doesn't work with barehand, IIRC. And I think that could be quite unbalancing.
Regarding Death-priests... they're priests. They automatically worship Melkor, which is a pain in the neck (as are all gods with the possible exception of Tulkas).
I do like your suggestion for a name though. I think I'll change the entry above...
LordEstraven: Well, I gave it a test run and it actually wasn't too bad. Until I got Necromantic Teeth. And produced a Tooth of Westernesse on the first try. That spell is way too powerful, it really should *not* be able to produce anything better than enchanted Teeth - innate vampirism is already quite powerful enough. I don't think this class will be any good until Vampiric Teeth is nerfed.
Anway, I think I'll also give a slight combat penalty as with Demonologists (thought that wouldn't be necessary w/o Demon Blade - live and learn!). The +100 bonus to Archery also goes. As does the ability to learn Swordmastery that somehow got left over from the Demonologist stuff, and the Demon Blade as a starting item... I think I'll keep the Demonologist Spirituality bonus though, since Death Knights can't go the Antimagic route.
C:a:N:Death Knight C:a:D:A warrior who backs up their fighting skills with some death magic. C:a:O:115:55:1d1 C:a:k:+0:-50:Combat C:a:k:+0:-100:Weaponmastery C:a:k:=0:=0:Axe-mastery C:a:k:=0:=0:Hafted-mastery C:a:k:=0:=0:Polearm-mastery C:a:k:=0:=0:Sword-mastery C:a:k:+1000:+900:Sneakiness C:a:k:+1000:+900:Disarming C:a:k:+1000:+400:Magic C:a:k:+1000:+300:Spirituality C:a:k:=0:=0:Antimagic C:a:k:+1000:+800:Necromancy # Shouldn't be as good as for a straight Necromancer C:a:g:Nobody C:a:g:Manwe Sulimo C:a:g:Tulkas C:a:g:Melkor Bauglir
LordEstraven: Ick. Was able to kill a mature red dragon in about 10 turns at level 16, without taking any serious damage, courtesy of a Necromantic Tooth of *Slay Evil*. IMHO Vampiric Teeth needs to be nerfed completely, this would be ridiculous even with pure Necromancer.
(Other than that the Death Knight isn't half bad though, as Horrify isn't as potent as I feared it might be. I think this class could turn into something like the Demonologist, but a bit more durable and with less firepower. Except for Vampiric Teeth, which will have to be taken care of.)
LordEstraven: Alright - okay at low levels, okay at high levels, overpowered at medium levels. And Necromancy needs some changes. Maybe this should be saved for use in T3.
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