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Kahlendrrari
2015-07-12, 05:43 PM
So I have been rather busy on the forums (busy for me anyways) trying to come up with a character build that seems some what reasonable play. (not too much into the realm of TO, but strong enough in my mind at least that it would be fun, thematic and would actually have some really good RP opportunities.) I was inspired by the sheer flexibility and synergy of a necromancer type class after reading the cattle driving necromancers thread.

The character is a half-vampire human with a greater vampire bloodline. (vampirism runs in the family)
with at 32 pt buy, stats are: Str 8, Dex 14, Con 12, Int 14, Wis 8, Cha 18. With finalized stats at level 1 of Str 10, Dex 16, Con 12, Int 14, Wis 8, Cha 20.

The build I decided to go with was Dread Necromancer 6 / Pale Master 8 / Dread Necromancer 6. While I know this is far from optimized, at least in these forums, I don't think it would be too terrible to play. At lower levels the half vampire template would help with survival. While in the later levels the class features from both classes would take over for survivabilty. Towards the end of the level progression I picture this character throwing out negative levels like beads at mardi gras. Becoming a decent debuffer to make the other team mates abilities easier to get through, and as a back up starting a wightpocolypse. I know certain enemies like other undead, and constructs would wreck this set up but, meh whatever.

I want to emphasize more on the spells and touch attacks than on the undead army. the undead army is more of a back up plan.

1. Dread Necromancer 1: charnel touch, rebuke undead; Bluff (Cha)+2, Concentration (Con) +4, Intimidate (Cha) +2, Knowledge (arcana) (Int) +4, Knowledge (religion) (Int) +4, Spellcraft (Int) +4
Feat: tomb tainted soul, Bonus Feat (Human): versatile spell caster, Bonus Feat (Half-Vampire): improved initiative; Bloodline: +2 on climb checks;

2. Dread Necromancer 2: lich body (DR 2/bludgeoning and magic); Bluff (Cha) +1, Concentration (Con) +1, Knowledge (arcana) (Int) +1, Knowledge (religion) (Int) +1, Spellcraft (Int) +1
Bloodline: Bonus Feat: stealthy

3. Dread Necromancer 3: negative energy burst 1/day; Concentration (Con) +1, Intimidate (Cha) +1, Knowledge (arcana) (Int) +1, Knowledge (religion) (Int) +1, Spellcraft (Int) +1
Feat: skill focus: Knowledge (religion); Bloodline: +1 Str;

4. Dread Necromancer 4: advanced learning (Kelgore's grave mist), mental bastion +2; +1 Cha; Bluff (Cha) +1, Concentration (Con) +1, Knowledge (arcana) (Int) +1, Knowledge (religion) (Int) +1, Spellcraft (Int) +1
Bloodline: resistance to cold 5

5. Dread Necromancer 5: fear aura; Concentration (Con) +1, Intimidate (Cha) +1, Knowledge (arcana) (Int) +1, Knowledge (religion) (Int) +1, Spellcraft (Int) +1
Bloodline: vampire affinity +2

6. Dread Necromancer 6: scabrous touch 1/day; Bluff (Cha) +1, Concentration (Con) +1, Knowledge (arcana) (Int) +1, Knowledge (religion) (Int) +1, Spellcraft (Int) +1
Feat: death devotion; Bloodline: +1 natural armor;

7. Pale Master 1: Concentration (Con) +1, Hide (Dex) +1, Knowledge (arcana) (Int) +1, Move Silently (Dex) +1, Spellcraft (Int) +1
Bloodline: +2 on search checks

8. Pale Master 2: animate dead (Sp); +1 Cha; Concentration (Con) +1, Hide (Dex) +1, Knowledge (arcana) (Int) +1, Move Silently (Dex) +1, Spellcraft (Int) +1
Bloodline: resistance to electricity 5;

9. Pale Master 3: darkvision +60 ft.; Concentration (Con) +1, Hide (Dex) +1, Knowledge (arcana) (Int) +1, Move Silently (Dex) +1, Spellcraft (Int) +1
Feat: XXX; Bloodline: +1 Cha;

10. Pale Master 4: undead armor affinity 10%; Concentration (Con) +1, Hide (Dex) +1, Knowledge (arcana) (Int) +1, Move Silently (Dex) +1, Spellcraft (Int) +1
Bloodline: Bonus Feat: lightning reflexes

11. Pale Master 5: control undead (Sp), deathless vigor; Concentration (Con) +1, Hide (Dex) +1, Knowledge (arcana) (Int) +1, Move Silently (Dex) +1, Spellcraft (Int) +1
Bloodline: vampire affinity +4

12. Pale Master 6: undead graft, paralyzing touch; +1 Cha; Concentration (Con) +1, Hide (Dex) +1, Knowledge (arcana) (Int) +1, Move Silently (Dex) +1, Spellcraft (Int) +1
Feat: XXX; Bloodline: Bonus Feat: alertness;

13. Pale Master 7: tough as bone, weakening touch; Concentration (Con) +1, Hide (Dex) +1, Knowledge (arcana) (Int) +1, Move Silently (Dex) +1, Spellcraft (Int) +1
Bloodline: +2 on sense motive checks

14. Pale Master 8: undead armor affinity 20%, degenerative touch; Concentration (Con) +1, Hide (Dex) +1, Knowledge (arcana) (Int) +1, Move Silently (Dex) +1, Spellcraft (Int) +1
Bloodline: Bonus Feat: Improved Initiative

15. Dread Necromancer 7: lich body (DR 4/bludgeoning and magic), summon familiar; Concentration (Con) +1, Intimidate (Cha) +1, Knowledge (arcana) (Int) +1, Knowledge (religion) (Int) +1, Spellcraft (Int) +1
Feat: XXX; Bloodline: +1 Dex

16. Dread Necromancer 8: advanced learning, negative energy burst 2/day, uindead mastery; +1 Cha; Bluff (Cha) +1, Concentration (Con) +1, Knowledge (arcana) (Int) +1, Knowledge (religion) (Int) +1, Spellcraft (Int) +1
Bloodline: suggestion (Sp) 1/day

17. Dread Necromancer 9: negative energy resistance; Concentration (Con) +1, Intimidate (Cha) +1, Knowledge (arcana) (Int) +1, Knowledge (religion) (Int) +1, Spellcraft (Int) +1
Bloodline: vampire affinity +6

18. Dread Necromancer 10: light fortification 25%; Bluff (Cha) +1, Concentration (Con) +1, Knowledge (arcana) (Int) +1, Knowledge (religion) (Int) +1, Spellcraft (Int) +1
Feat: XXX; Bloodline: +1 natural armor

19. Dread Necromancer 11: lich body (DR 6/bludgeoning and magic), scabrous touch 2/day; Concentration (Con) +1, Intimidate (Cha) +1, Knowledge (arcana) (Int) +1, Knowledge (religion) (Int) +1, Spellcraft (Int) +1
Bloodline: +2 on bluff checks

20. Dread Necromancer 12: advanced learning, enervating touch; +1 Cha; Bluff (Cha) +1, Concentration (Con) +1, Knowledge (arcana) (Int) +1, Knowledge (religion) (Int) +1, Spellcraft (Int) +1
Bloodline: damage reduction 5/silver