Dissonance
2013-04-16, 06:05 PM
I'm looking to make a new character for a game I'm playing in and have been okayed to use the LE prestige class Umbral Agent.
I'm now wondering how I should optimize this as the rest of the party is completely OP at the moment thanks to the shenanigans of my previous character.
Starting level is 13 and I have access to two free magic items + standard 13 starting gold. I have already okayed headband of mental perfection +6 as one of the free items, and I believe I can get away with getting one of the +4 tomes as the other. I also plan on using my starting gold to invest in a ring of mind shielding, as the party doesn't exactly take kindly to evils.
Right now I have this:
Xara LE drow Oracle 10 / Umbral agent 3 worships Norgorber
HP: 91 initiative +18
10 str, 14 dex, 10 con, 16 int, 18 wis, 22 cha after racial and level modifiers
Dark tapestry mystery with Cloak of darkness, many forms, wings of darkness
Haunted curse
feats: noble scion, skill focus stealth, eldritch heiritage: umbra, shadow caster, improved initiative, brew fleshcrafting poison, eldritch heiritage improved
spells: 0 lv mage hand, ghost sound, detect magic, read magic, light, create water, detect poison, mending, stabilize, spark, purify food and drink
1 lv entropic shield, inflict light wounds, infernal healing, protection from evil, protection from good, sanctuary, command
2 lv levitate, minor image, inflict moderate wounds, twilight dust, pilfering hand, instument of agony, hold person, calm emotions, desecrate
3 lv tongues, inflict serious wounds, dispel magic, bestow curse, chain of perdition, animate undead
4 lv black tentacles, inflict critical wounds, blessings of fervor, summon accuser, infernal healing greater
5 lv inflict light wounds mass, feeblemind, telekinesis, breath of life, plane shift
6 lv inflict moderate wounds mass, summon monster VI
The theme I'm going for is a shadow magic chick able to diplomance or bluff, as well as having access to some competent spies through summoning. In combat she will either be locking down or providing support thanks to her suite of magic. Fleshcrafting poison is an odd choice sure, but it actually fits her character as well as gives me an excuse to see how far I can take the vague RAW concerning the items. (My group are RAW freaks to the core, RAI is a foreign concept to them.)
So my question to you, dear playgrounders, is how can I make it better?
I'm now wondering how I should optimize this as the rest of the party is completely OP at the moment thanks to the shenanigans of my previous character.
Starting level is 13 and I have access to two free magic items + standard 13 starting gold. I have already okayed headband of mental perfection +6 as one of the free items, and I believe I can get away with getting one of the +4 tomes as the other. I also plan on using my starting gold to invest in a ring of mind shielding, as the party doesn't exactly take kindly to evils.
Right now I have this:
Xara LE drow Oracle 10 / Umbral agent 3 worships Norgorber
HP: 91 initiative +18
10 str, 14 dex, 10 con, 16 int, 18 wis, 22 cha after racial and level modifiers
Dark tapestry mystery with Cloak of darkness, many forms, wings of darkness
Haunted curse
feats: noble scion, skill focus stealth, eldritch heiritage: umbra, shadow caster, improved initiative, brew fleshcrafting poison, eldritch heiritage improved
spells: 0 lv mage hand, ghost sound, detect magic, read magic, light, create water, detect poison, mending, stabilize, spark, purify food and drink
1 lv entropic shield, inflict light wounds, infernal healing, protection from evil, protection from good, sanctuary, command
2 lv levitate, minor image, inflict moderate wounds, twilight dust, pilfering hand, instument of agony, hold person, calm emotions, desecrate
3 lv tongues, inflict serious wounds, dispel magic, bestow curse, chain of perdition, animate undead
4 lv black tentacles, inflict critical wounds, blessings of fervor, summon accuser, infernal healing greater
5 lv inflict light wounds mass, feeblemind, telekinesis, breath of life, plane shift
6 lv inflict moderate wounds mass, summon monster VI
The theme I'm going for is a shadow magic chick able to diplomance or bluff, as well as having access to some competent spies through summoning. In combat she will either be locking down or providing support thanks to her suite of magic. Fleshcrafting poison is an odd choice sure, but it actually fits her character as well as gives me an excuse to see how far I can take the vague RAW concerning the items. (My group are RAW freaks to the core, RAI is a foreign concept to them.)
So my question to you, dear playgrounders, is how can I make it better?