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Judge_Worm
2015-01-05, 10:47 PM
I don't think I'll ever get to use this character so I just felt like sharing. The goal of this was rule of cool, and maybe minionmancy.

Drenuptun
Lawful Evil Medium Humanoid (Human)
Dread Necromancer 9/Ur-Priest 2/True Necromancer 9
Speed: 30ft
Initiative: +3
HD: 5d6+5 plus 2d8+2 plus 4d6+4 plus 9d6+9 (90 HP)
AC: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
BAB: +10/+5
Saves: Fort +10, Ref +9, Will +23
Abilities: Str 14, Dex 16, Con 18, Int 26, Wis 28, Cha 28
___________________
Languages: Common, Infernal, Elven, Dwarven, Gnome, Halfling, Orcish, Giant, Ignan, Aquan, Auran, Terran, Draconic, Celestial
Alignment: Lawful Evil
Diety: None, MUAHAHAHAHAHAHA!
Senses: Search +20, Spot +9, Listen +9
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Attacks: Heavy Crossbow (+12/+7, crit 19/20)
Damage: Heavy Crossbow (1d8+2, crit x2)
Special Attacks: Rebuke Undead 17/day, Charnel Touch, Negative Energy Burst 2/day(DC 28), Fear Aura (DC 28), Scabrous Touch 1/day (DC 28), Zone of Desecration, Major Desecration
Special Qualities: Imp Familiar, Mental Bastion, Undead Mastery, Necromantic Prowess (+3)
Spell Like Abilities: Create Undead 2/day, Create Greater Undead 1/day
Damage Reduction: 4/bludgeoning and magic(Lich Body)
Resistances: +4 Negative Energy
___________________
Feats: Iron Will, Spell Focus (Evil), Spell Focus (Necromancy), Silent Spell, Still Spell, Corpsecrafter, Bolster Resistance, Destruction Retribution, Nimble Bones
Skills: Concentration +18, Craft (poison making) +15, Disguise +18, Heal +17, Knowledge (arcana) +25, Knowledge (religion) +25, Knowledge (the planes) +15, Spellcraft +32
___________________
Arcane Spells Per Day: 0;6, 1;9, 2;8, 3;8, 4;8, 5;8, 6;7, 7;5, 8;4
Divine Spells Per Day: 0;6, 1;8, 2;7, 3;6, 4;6, 5;6, 6;5, 7;4, 8;3, 9;2
Advanced Learning Bonus Spells: Wither Limb, Mindfrost
___________________
Wealth: 49,445 (with items- 498,555)
Items: Periapt of Wisdom +6 (36,000), Cloak of Charisma +6 (36,000), Belt of Giant Strength +6 (36,000), Gloves of Dexterity +6 (36,000), Headband of Intellect +6 (36,000), Boots of Teleportation (49,000), Amulet of Health +6 [slotless] (72,000), Tome of Leadership and Influence [used] +5 (137,500), Tome of Clear Thought [used] +4 (110,000), Tome of Understanding [used] +4 (110,000), Amulet of Natural Armor +5 (50,000), Heavy Crossbow (50), Bolts [50] (5)

The Dread Necromancer casting accents the Ur-Priest, especially since the known spell pool is shallow. I mostly built this for the fluff, and to have a way to Dread-necro into True-necro without giving up too much. So, yeah that's about it. Of note, our group doesn't give humans bonus skill points, so he's 40 skill points short.

The Insanity
2015-01-06, 03:09 AM
I like it. A shame it's not too optimized.

atemu1234
2015-01-06, 10:17 AM
I don't think I'll ever get to use this character so I just felt like sharing. The goal of this was rule of cool, and maybe minionmancy.

Drenuptun
Lawful Evil Medium Humanoid (Human)
Dread Necromancer 9/Ur-Priest 2/True Necromancer 9
Speed: 30ft
Initiative: +3
HD: 5d6+5 plus 2d8+2 plus 4d6+4 plus 9d6+9 (90 HP)
AC: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
BAB: +10/+5
Saves: Fort +10, Ref +9, Will +23
Abilities: Str 14, Dex 16, Con 18, Int 26, Wis 28, Cha 28
___________________
Languages: Common, Infernal, Elven, Dwarven, Gnome, Halfling, Orcish, Giant, Ignan, Aquan, Auran, Terran, Draconic, Celestial
Alignment: Lawful Evil
Diety: None, MUAHAHAHAHAHAHA!
Senses: Search +20, Spot +9, Listen +9
___________________
Attacks: Heavy Crossbow (+12/+7, crit 19/20)
Damage: Heavy Crossbow (1d8+2, crit x2)
Special Attacks: Rebuke Undead 17/day, Charnel Touch, Negative Energy Burst 2/day(DC 28), Fear Aura (DC 28), Scabrous Touch 1/day (DC 28), Zone of Desecration, Major Desecration
Special Qualities: Imp Familiar, Mental Bastion, Undead Mastery, Necromantic Prowess (+3)
Spell Like Abilities: Create Undead 2/day, Create Greater Undead 1/day
Damage Reduction: 4/bludgeoning and magic(Lich Body)
Resistances: +4 Negative Energy
___________________
Feats: Iron Will, Spell Focus (Evil), Spell Focus (Necromancy), Silent Spell, Still Spell, Corpsecrafter, Bolster Resistance, Destruction Retribution, Nimble Bones
Skills: Concentration +18, Craft (poison making) +15, Disguise +18, Heal +17, Knowledge (arcana) +25, Knowledge (religion) +25, Knowledge (the planes) +15, Spellcraft +32
___________________
Arcane Spells Per Day: 0;6, 1;9, 2;8, 3;8, 4;8, 5;8, 6;7, 7;5, 8;4
Divine Spells Per Day: 0;6, 1;8, 2;7, 3;6, 4;6, 5;6, 6;5, 7;4, 8;3, 9;2
Advanced Learning Bonus Spells: Wither Limb, Mindfrost
___________________
Wealth: 49,445 (with items- 498,555)
Items: Periapt of Wisdom +6 (36,000), Cloak of Charisma +6 (36,000), Belt of Giant Strength +6 (36,000), Gloves of Dexterity +6 (36,000), Headband of Intellect +6 (36,000), Boots of Teleportation (49,000), Amulet of Health +6 [slotless] (72,000), Tome of Leadership and Influence [used] +5 (137,500), Tome of Clear Thought [used] +4 (110,000), Tome of Understanding [used] +4 (110,000), Amulet of Natural Armor +5 (50,000), Heavy Crossbow (50), Bolts [50] (5)

The Dread Necromancer casting accents the Ur-Priest, especially since the known spell pool is shallow. I mostly built this for the fluff, and to have a way to Dread-necro into True-necro without giving up too much. So, yeah that's about it. Of note, our group doesn't give humans bonus skill points, so he's 40 skill points short.

A few things:
A) It's not the spells known that's shallow, its spells per day.
B) It's probably a good idea to drop True Necromancer. It's a bad PrC. I'd recommend going Dread Necromancer 5, use the apprentice feat to gain access to Knowledge skills, Ur-Priest 2, then if you really want to be True Necromancer, you can gain levels of it. Btw, that would get you a bit more from the PrC.

I don't recommend it, but it'd work and be fairly optimized, while not so bad that your DM will throw you out.

Madhava
2015-01-06, 10:57 AM
Hey, if it's in-line with the optimization of your group, then have fun with it.

...

But... a heavy crossbow? Madness, I say!

No composite longbow enchanted with the warning property? Or, a kukri + warning with a nice mithril buckler?

That's a fair amount of rebukes you've got, also. Shame you don't have feat-room for, maybe, law devotion, for instance?

atemu1234
2015-01-06, 04:16 PM
Hey, if it's in-line with the optimization of your group, then have fun with it.

...

But... a heavy crossbow? Madness, I say!

No composite longbow enchanted with the warning property? Or, a kukri + warning with a nice mithril buckler?

That's a fair amount of rebukes you've got, also. Shame you don't have feat-room for, maybe, law devotion, for instance?

Or perhaps Divine Metamagic?

Judge_Worm
2015-01-06, 07:16 PM
Hey, if it's in-line with the optimization of your group, then have fun with it.

...

But... a heavy crossbow? Madness, I say!

No composite longbow enchanted with the warning property? Or, a kukri + warning with a nice mithril buckler?

That's a fair amount of rebukes you've got, also. Shame you don't have feat-room for, maybe, law devotion, for instance?

The Crossbow was really just a placeholder. I'd probably had done (feat training for exotic weapon proficiency [musket]) a +3 profane musket of warning.

__________

As far as optimization goes:
Being able to cast 9th level spells (of any class) and have hordes of undead minions is about mid-to-high powered for my group. Also, my DM would slap me for adding DMM to an Ur-Priest, a cleric or favored soul would've been okay to do it. But as a group (rotating dm) we have a general consensus that an Ur-Priest can't do all the divine mumbo jumbo(as far as feats are concerned), just most of it. Druids and Rangers don't get DMM either. Really, unless you have a deity that gives you your spells, you don't get dmm.

ZamielVanWeber
2015-01-06, 07:20 PM
Or perhaps Divine Metamagic?

If he buys Iron Will via Otyugh Pit he could DMM Still or Silent.

Also you REALLY need to buy a belt of Magnificence. It costs less than then 6 +6 stat items combined (especially since one is slotless) and will only take up the belt slot on your character. It is in the Miniatures Handbook.

A_S
2015-01-06, 10:25 PM
How are you meeting the domain prerequisite for True Necromancer? Is it just being ignored?

Madhava
2015-01-07, 01:15 AM
Even if you've houseruled DMM out for non-Clerics... domain feats should still be an option, no? Seeing as they're valid feats for anyone to take?

Knowledge devotion might be nice for your build, if you were actually planning on hitting stuff. But law devotion would be more useful, I think, unless you were planning on having a profane AC bonus from something else.

sideswipe
2015-01-07, 07:17 AM
just regarding your items, you could save a bunch of money and slots for a belt of magnificence +6 (all ability scores) for 200k rather then the 252k you are spending.