13ones
2012-05-12, 12:57 AM
So I've had this idea kicking around my head for a while and with an upcoming game I'll be getting the opportunity to possibly put it to use. I was thinking of using a similar build on a wizard but because of the nature of the setting and the rules the gm has set down a wizard is not the best option. Below are all the major stats, save Hit Points since I'm really, really bad at remembering how to calculate it.
((Basic info))
25 point buy in, no third party stuff, I'll be showing my build at level 10 where I think it really starts to gets interesting.
Base Stats
Level: 10
Race:Human
Class: Sorcerer
Strength - 8
Dexterity - 15
Constitution - 14
Intelligence - 12
Wisdom - 10
Charisma -18 (+2 from human)
Armor Class - 12
Touch Armor Class -12
Flat-footed - 12
Fort Save - +5
Reflex Save - +5
Will Save - +5
Melee Attack Modifier - +4
Ranged Attack Modifier - +7
CMB (to attack) - +4
CMD (to defend) - +16
Skills
Knowledge Arcana - 10 Ranks
Knowledge Religion - 5 Ranks
Spell Craft - 10 ranks
Use Magic Device - 5 ranks
Blood Line
Sanguine (Undead Alternate)
-Bloodline Arcana
Whenever you cast a spell of the necromancy school, your effective caster level is increased by 1.This ability replaces the Undead Bloodline Arcana.
- Bloodline Powers: The Blood Is the Life (Su): At 1st level, you can gain sustenance from the blood of the recently dead. As a standard action, you can drink the blood of a creature that died within the past minute. The creature must be corporeal, must be at least the same size as you, and must have blood. This ability heals you 1d6 hit points and nourishes you as if you’d had a full meal. You may use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces grave touch.
- Death's Gift (Su): At 3rd level, you gain resist cold 5 and DR 5/— against nonlethal damage. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/— against nonlethal damage.
- Grasp of the Dead (Sp): At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sorcerer level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
-Bonus Spells: chill touch (3rd), false life (5th), vampiric touch (7th), animate dead (9th)
Feats
- Spell Focus (Necromancy) ((Bloodline Feat))
- Skeleton Summoner
- Spell Penetration
- Focused Spell
- Maximized Spell
- Silent Spell
- Quicken Spell
The basic concept behind this build is to use the Skeleton Summoner feat to summon in some powerful skeletons (Skeletal Dire Apes, Skeletal Rhinos, T-Rexs, Cloud Giants and the like) while also providing debuffs, negative levels, a few proper undead minions and minor damage through some other spells. My big thing is summoning in one super powerful skeleton and then making everything else into an undead of some sort.
((Basic info))
25 point buy in, no third party stuff, I'll be showing my build at level 10 where I think it really starts to gets interesting.
Base Stats
Level: 10
Race:Human
Class: Sorcerer
Strength - 8
Dexterity - 15
Constitution - 14
Intelligence - 12
Wisdom - 10
Charisma -18 (+2 from human)
Armor Class - 12
Touch Armor Class -12
Flat-footed - 12
Fort Save - +5
Reflex Save - +5
Will Save - +5
Melee Attack Modifier - +4
Ranged Attack Modifier - +7
CMB (to attack) - +4
CMD (to defend) - +16
Skills
Knowledge Arcana - 10 Ranks
Knowledge Religion - 5 Ranks
Spell Craft - 10 ranks
Use Magic Device - 5 ranks
Blood Line
Sanguine (Undead Alternate)
-Bloodline Arcana
Whenever you cast a spell of the necromancy school, your effective caster level is increased by 1.This ability replaces the Undead Bloodline Arcana.
- Bloodline Powers: The Blood Is the Life (Su): At 1st level, you can gain sustenance from the blood of the recently dead. As a standard action, you can drink the blood of a creature that died within the past minute. The creature must be corporeal, must be at least the same size as you, and must have blood. This ability heals you 1d6 hit points and nourishes you as if you’d had a full meal. You may use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces grave touch.
- Death's Gift (Su): At 3rd level, you gain resist cold 5 and DR 5/— against nonlethal damage. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/— against nonlethal damage.
- Grasp of the Dead (Sp): At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sorcerer level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
-Bonus Spells: chill touch (3rd), false life (5th), vampiric touch (7th), animate dead (9th)
Feats
- Spell Focus (Necromancy) ((Bloodline Feat))
- Skeleton Summoner
- Spell Penetration
- Focused Spell
- Maximized Spell
- Silent Spell
- Quicken Spell
The basic concept behind this build is to use the Skeleton Summoner feat to summon in some powerful skeletons (Skeletal Dire Apes, Skeletal Rhinos, T-Rexs, Cloud Giants and the like) while also providing debuffs, negative levels, a few proper undead minions and minor damage through some other spells. My big thing is summoning in one super powerful skeleton and then making everything else into an undead of some sort.