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GrayDeath
2016-03-05, 01:23 AM
Now, after the almost laughably demure title, lets get to it.

After a rather long abstinentia from anything actively D&Dish, I have been invited to a new Campaign by a friend (yay, Player for once!).
He is running a Pathfinder Game in a custom Setting, and asked us to come with "strong characters as long as they obey the rules".

Now the rules he set are:

1.: No Tier 1. Period.

2.: No Gestalt Characters. Eventual Exceptions in totally mundane fashions possible....

3.: No Prestige Classes that need very specific InWorld Prereqs (as hes not going tot ell us what exaclty exists in his world beforehand, only what the chars know; for example there are no Coatl in the World).

And lastly: No more than 4 classes needed for the built.


He is allowing everything Pathfinder except see above and the Summoner, D&D 3.x Prestige Classes are allowed, regulars only if PF does not have something fitting.


Now to what I want from you: We already have 2 quite to very specialized Characters (one of my friends ALWAYS plays the maxxed out ranged Combattant, the other decided on a Favoured Soul of the most important God in the area we start, ergo Face-caster).

So what I`d like to have is the highest amount of NOT TOO NARROW/Novaish Power you can get me.
Overall I prefer to be tougher than the other 2 as well, if possible.
No onetrickponies or "If you have x days to prepare" builds please.

Starting Level: 8. At Level 10 the built needs to ahve hit its stride fully, as the GM said "from Level 10 up its going to be really tough"!.

Addendum: Races allowed: everything with up to +2 in LA or HD, or everything built using the Pathfinder Advanced Racekit up to 23 pts.
That does not conflict with Da Rules above of course.

Now: Go wild!
(And please list all the Books/Details necessary!)

Thanks!

Randomguy
2016-03-05, 02:33 AM
It would really help if you gave some sort of character concept / party role that you wanted to play.

Also, what are you allowed from 3.x other than prestige classes? 'Cause if you're allowed a few feats / items / spells you could do, for example, dragonfire inspiration bard build.

GrayDeath
2016-03-05, 02:51 AM
Well, I did not want to burden you with too much predetermined things, but on general I would love to go with a kind of "heritage" Character.
Someone with hereditary powers manifesting itself, offering a plot hook maybe for late game, something along those lines.
The Party role is still open (except main Face, which is the Favoured Soul and Ranged DD which is the other player all is game).
I was aiming for a mix of CC and Support Caster myself, but again, its open still. I havent played D&D a long time and have a lot of "Fluffconcepts" lining up I can adapt to fit most builds.
At the moment, rare for me and hence fun, BigPower is all thats fixed. ^^

Feats are allowed as long as they are not "broken" (or require inWorld Things that do not exist). Spells are Pathfinder only, unless they do not exist there (for other reasons than falling under the old OP Summoin/Polimorph/shennanigans stuff).
Items are Okay as long as they could be built using PF rules. :)

Florian
2016-03-05, 02:53 AM
Yeah, that is a bit meager on infos. With all the classes, RP-builds and whatnot available, the list of builds that could be thrown around is near endless.

Extra Anchovies
2016-03-05, 03:21 AM
It's strange that he's allowing a Favored Soul when there's an obvious Pathfinder analogue (http://www.d20pfsrd.com/classes/base-classes/oracle).

If custom races are allowed, you're in luck. The race point system is broken as all get-out. I recommend the following setup:
Native Outsider type - martial weapon proficiency, immunity to charm/hold/dominate person (3 RP)
Advanced ability score modifiers - +2 to all of Str/Dex/Con or all of Int/Wis/Cha, +4 to one other stat, -2 to one other stat (4 RP)
Standard language set - linguist isn't worth a race point (0 points)
Greater Lucky trait - +2 to all saving throws (4 points)
Flexible Bonus Feat trait - a free feat (4 points)
Skilled trait - a free skill (4 points)
Quick Reactions trait - free Improved Initiative (2 points)
Climb or Swim or Darkvision - climb speed, swim speed, or darkvision, whichever you think is most useful (2 points)

This race would, of course, be descended from entities from the Plane of Cheese :smalltongue:

GrayDeath
2016-03-05, 03:27 AM
It's strange that he's allowing a Favored Soul when there's an obvious Pathfinder analogue (http://www.d20pfsrd.com/classes/base-classes/oracle).

This race would, of course, be descended from entities from the Plane of Cheese :smalltongue:

Would that be the Demiplane of Cheddar perhaps? its the DM`s fav. ^^

As for the FS: I see them and the Oracle quite differently, and so does the DM. Even if you could lump them together as "SemiSorcerer Divine Casters".


@ General: Well, pick the one you like, tell me why, and post it!
I have more than a week to choose from so....^^

Florian
2016-03-05, 03:28 AM
Or use a Hobgoblin with the Oni-Kin/Kanabo racial template for it as basis. I think recalculating it to RP will actually lower the CR to zero.

Thatīll make a seriously good Hexcrafter/Black Blade Magus. (Donīt forget buying a Battle-Yak)

GrayDeath
2016-03-05, 03:47 AM
Addendum: i do not want the race or Class-Combo to FORCE me to a certain alignment, forgot to mention that.

GrayDeath
2016-03-05, 07:08 AM
C`mon guys, there have to be some seriously OP ideas flying around in your D%D-lore-filled brains that this humble player can use (and choose from)!

Florian
2016-03-05, 07:19 AM
C`mon guys, there have to be some seriously OP ideas flying around in your D%D-lore-filled brains that this humble player can use (and choose from)!

There are, but the restrictions you just gave cancel around half of all classes, especially the divine casters due to alignment... ;)

Is VMC an option?

Krazzman
2016-03-05, 09:23 AM
If you want to go for NOVA then maybe consider a Ifrit (Efreeti descended) Sorcerer with the Crossblooded archetype Orc/Fire and then milk Geysir for what it's worth. There is a more thoroughly explained build somewhere on the net for that.

Gunslinger is probably one of the classes what just brings damage to the table but if your friend already plays a ranged guy...

Ellowryn
2016-03-05, 09:40 AM
Well, you have a face caster and a ranged wimp so why not go for melee brute? A Warder (Zweihander) can put out impressive damage in melee while protecting the squishies in the party and is both viable and powerful at any level. Granted it means you are using maneuvers instead of spells, but it has plenty of battle field control and cool tricks along with a powerful refresh mechanic. Best of all everything you need to play one is on the PFSrd.

GrayDeath
2016-03-05, 10:52 AM
If you want to go for NOVA then maybe consider a Ifrit (Efreeti descended) Sorcerer with the Crossblooded archetype Orc/Fire and then milk Geysir for what it's worth. There is a more thoroughly explained build somewhere on the net for that.

Gunslinger is probably one of the classes what just brings damage to the table but if your friend already plays a ranged guy...

I DONT want a Nova or Onetricker.


@ Warder: Sound sinteresting. I am thinking about taking a Race with Wings, as Im not really familiar with the Warder: Details please?
Especially: does it have Synergies with any Supportive abilities?

Florian
2016-03-05, 11:45 AM
@GreyDeath:

Not going into race details, as fooling around with RP is a thing for itself.
If you want to do heavy support stuff and VMC is on the table (Why not, Gestalt apparently is), then consider these options:

Warpriest VMC Cleric: Brutal Bad Touch variant, especially with a good reach weapon. Might actually lead the pack in the DPR race.

Samurai VMC Bard, possibly going into Battle Herald PrC: Can hold its own in combat, very nice support abilities.

But with a (manureīd) Favored Soul, why deal with the whole support stuff issue?

Ellowryn
2016-03-05, 12:01 PM
@ Warder: Sound sinteresting. I am thinking about taking a Race with Wings, as Im not really familiar with the Warder: Details please?
Especially: does it have Synergies with any Supportive abilities?

Here is the actual link: Warder (http://www.d20pfsrd.com/path-of-war/classes/warder).

Basically the warder is the Pathfinder update to the Tome of Battle Warblade. It was retooled to focus more on defense and support. Beyond its maneuvers its main ability to create a large threatened area and be able to move within it to make attacks of opportunities along with "marking" opponents they hit to cause them to take penalties to attack anyone but them.

Not sure what you mean by supportive abilities, but it can play if you wish much like a MMO tank by forcing opponents to focus on him instead of the squishies.

BTW, here is a good Warder Guide (https://docs.google.com/document/d/1Nuni1TCzVXyhx4rFWjNcEjuDS6goL9hLQDE4il_tzH8/edit?usp=sharing&pref=2&pli=1).

GrayDeath
2016-03-05, 12:09 PM
@ Florian: Gestalt of purely mundane Classes MAY be allowed.
And any and all Clerics are clearly Tier one, and hence gone. ;)

Racebuilding: everything is DM allowed only, of course, but my instaquestion for Wings was not rebuked instantly, so...yeah.

@ Ellowryn: That ... actually sounds a lot like what I thought of as fitting compliment to the 2 Chars already there, thank you!

Now to see if a flying Tank makes sense without redblue spandex ^^



@ All: not decided yet, just quite interested.

Randomguy
2016-03-05, 12:51 PM
For a dragonfire inspiration build:



Song of the Heart feat in Eberron Campaign Setting: +1 Inspire Courage.

Badge of Valor item in Magic Item Compendium: Spend an Immediate Action to increase your active Inspire Courage by another +1.

Inspirational Boost spell in Spell Compendium: Swift Action your next Inspire Courage is increased by another +1.

Dragonfire Inspiration feat in Dragon Magic: Your +X Inspire Courage attack/damage bonus is switched to +Xd6 fire damage instead, if you have Draconic Heritage (requires Dragontouched feat or Sorcerer levels) you can get a different type of energy damage instead of fire.

Words of Creation feat in Book of Exalted Deeds: Doubles your Inspire Courage bonus, all of the above except the Badge of Valor bonus can be applied first before the total is doubled.

A Bard 3 can get +4 Inspire Courage, or a +4d6 Dragonfire Inspiration. With Words of Creation it goes up to +7, or +7d6. At 8th level with Words of Creation it goes up to +9, or +9d6.

That's from one spell, one item, and 4 feats: Song of Heart, Words of Creation, Dragontouched (to qualify for dragonfire inspiration), and Dragonfire inspiration. You can go without Song of Heart if it's not allowed, and you would manage without Words of Creation if you don't want to be stuck playing an Exalted character.
You'll also want to pick up a Vest of Legends, from DMG2, which treats your bardic music as being 5 levels higher for 16k gp.

Ideally, you want to be doing sonic damage with your dragonfire inspiration, because no one's resistant to it and you can boost it even more with the Creaking Cacaphony spell. One way to do it is to spend another feat on Draconic Heritage, from races of the dragon, and pick up either Battle Dragon or preferably Pyroclastic dragon, which would let you do either fire or sonic damage. Another way to do it would be to create a custom race, and fluff it as being draconic. You might be able to get away with this by being humanoid with the reptilian subtype, but if not just take the dragon type. Basically do what Extra Anchovies suggested and ditch Skilled and Greater Lucky so that you can afford the Dragon type instead of Native Outsider. Maybe fluff the race as being a lesser half-dragon or something.

Also, if Obtain Familiar (complete arcane) is allowed, then max out UMD, get a raven familiar and give it a bunch of wands to use. There are lots of good level 1 wands that are cheap and effective, like Silent Image, Obscuring Mist, Enlarge Person, protection from Evil (for the anti-mind control) and Mount (not for the intended use, just to put a horse between you and your enemies).

Beyond that, I suggest you take a look at Treantmonk's bard handbook (http://www.d20pfsrd.com/extras/community-creations/treatmonks-lab/test2). You'll want to be either a controller bard or a melee bard, so that you can take advantage of your own damage boosts. If you do go melee bard, consider the Arcane Duelist archetype.

Some other pieces of advice:
Don't listen to the guide when it says to consider taking Exotic Weapon Proficiency (Net). It's a touch attack, you can hit pretty easily even without being proficient.
If you decide you want to take the Dazzling Display feat, then also take the Terrifying Croak racial feature for 2 RP, so you can do some fear-stacking. See if you can get it re-fluffed as being a roar instead of a croak, though. And if you're going to go the intimidate route (you should have enough feats to do both if the custom race is approved), you'll also want the Imperious Command feat. (this works RIDICULOUSLY well together with Dazzling Display). Take a look at some fear handbooks from both 3.5 and pf, see what options you can mix together.

dspeyer
2016-03-05, 07:33 PM
So a flexible caster and a front-liner, without using wizard...

Psion 4 / Warblade 2 / Slayer 2

Powers:
Disable
Entangling Ectoplasm
Grease
Mind Thrust
Charm
Astral Construct (xk)
Expansion (xk)

Concealing Amorpha
Energy Push
Brain Lock
Swarm of Crystals

Energy Wall
Share Pain, Forced

Maneuvers:
Sudden Leap
Rabid Wolf Strike
Disarming Strike

This gives you a pretty broad range of psionic options. And in melee, you've got +6 BAB, good armor and weapons and a few maneuvers and buffs.

Feats are a problem. You need two Expanded Knowledges, Practiced Manifester and Track (as a Slayer prereq). One of those can be the psion bonus feat, but the rest fill up 1/3/6. Maybe make Power Attack a racial ability.

Race (if I read those rules correctly):
Int +49
Con +24
Nat Armor +23
Flight4
Skill Training (Acrobatics & Stealth)1
Static Feat: Power Attack2
Total23

Extra Anchovies
2016-03-05, 07:59 PM
The Dervish Dancer (http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-archetypes/dervish-dancer) Bard (http://www.d20pfsrd.com/classes/core-classes/bard) is commonly overlooked as an incredibly powerful martial class. At 8th level your full attack routine, before ability modifiers, is +10/+10/+5, better than the Fighter's +9/+4, and you stay better through the endgame - at 20th level, ddBard has +24/+24/+19/+14 and Fighter has +24/+19/+14/+9. Oh, and you also get the same +4 to damage that fighters do, but it applies to all weapons and you can boost it to +9 with Arcane Strike. You only have light armor proficiency, but you also get a scaling dodge bonus to AC (+1 at 6th to +5 at 18th). Even so, your low-ish initial AC and your d8 hit die don't make you particularly tanky, but you're one of the best Paizo-published melee strikers - they even gave the archetype a way to easily move and full attack from 12th level.

Did I mention the sixth-level spellcasting and excellent skill access? Congratulations, you're better at fighting than most combat-built classes and you have plenty of other useful abilities.

The only weakness of the archetype is that the average BAB and lack of bonus feats limits your build options somewhat - archery and combat maneuvers would both be pretty tricky to get functioning on a Dervish Dancer.

Angel-Blooded Aasimar or Pitborn Tiefling gets you +2 Str and Cha along with full martial weapon proficiency, so you can pick up your two-handed reach weapon of choice and go to town with Power Attack, or you can stick with a Longspear if you want a different race.

On top of all of that mechanical awesomeness, you get to beat the dickens out of people using capoeira. How cool is that?

GrayDeath
2016-03-06, 01:29 AM
Hmmm, three very distinct, powerful AND cool concepts, thanks a lot guys (or girls for that matter?)!

Now if I just did not have to work today I`d decide already....

Or wait for "the 4th"?^^

Kelb_Panthera
2016-03-06, 02:04 AM
Seems obvious to me that if you want powerful and versatile at T2 then the choice to make is to go mailman sorcerer.

'Cause if hitting it with fire isn't solving your problem, you're just not using enough fire.

In all seriousness though, while you'll build feats and PrC choices toward maximizing metamagic use, there's a -lot- of shinies on the sorc/wiz list that don't need the metamagic help to be dangerous. The limitation inherent in a sorcerer's spells known gets a tad exagerated. They can be nearly as dangerous to a DM's sanity as a wizard.

GrayDeath
2016-03-06, 02:37 AM
Which is why I often play Sorcerers. :)

However a really versatile Sorcerer does not really fit with the Party, so atm the other 3 Options seem more enticing to me.

ATHATH
2016-03-06, 04:07 PM
Have you considered building a Necromancer? Necromancers can provide the frontline beatsiticks that your party needs, and can supply some additional spellcasting.

If you can get into the Techsmith prestige class (if you're a Dread Necromancer, take the Arcane Disciple feat to get the ability to cast Minor Creation), dip into it to get a construct that scales with your character level.

Useful long-term minionmancy spells include:
Valiant Steed
Call Dretch Horde
Call Lemure Horde
Call Nightmare
Call Faithful Servants
Create Crawling Claw
Create Chosen One
Create Darkenbeast
Create Dread Warrior
Create Frenzy Dog
Create Tether Hound (Psionic Power)
Shambler
Mold Touch
Genius Loci
Halaster's Fetch X
Animate Dead
Create Undead
Create Greater Undead
Command Undead
Grim Revenge
Cry of Ysgard
Were-Doom (get the Were-Creatures to infect others)
Bodak Birth
Any Spells that Cause Negative Levels (including spells modified by the Fell Drain metamagic feat)
Bestow Curse (you can give someone the awesome Curst template, which makes them practically unkillable, by having an evil spellcaster cast Bestow Curse and then (within 4 four rounds) Wish or Miracle on the target (give the Curst a spellblade that's attuned to the Remove Curse spell to negate its main weakness))

Some shorter-term minionmancy spells include:
The Planar Binding Line
The Spirit Binding Line
Animate With the Spirit
Create Lantern Archon
The Planar Ally Line
The Spirit Ally Line
Dominate X
Charm X
True Domination
Monstrous Thrall

GrayDeath
2016-03-06, 04:13 PM
Hmmm, I had not thought of playing a Necromancer, no.

Does one NEED to be evil for it (mind that it would not be a dequalifier, I tend to like palying Lawful Evil)?

Also: as I do not have all the books, could any of you willing to help me list hte needed Books? The GM very likely has them all but requires clear Info as for "where to check"^^

Kelb_Panthera
2016-03-06, 06:17 PM
Hmmm, I had not thought of playing a Necromancer, no.

Does one NEED to be evil for it (mind that it would not be a dequalifier, I tend to like palying Lawful Evil)?

Also: as I do not have all the books, could any of you willing to help me list hte needed Books? The GM very likely has them all but requires clear Info as for "where to check"^^

Dread Necro precludes being good but everything else is open, necromancy specialist wizard has no alignment restriction but many necromancy minion making spells carry the [evil] tag and staying good is very difficult, and any more general class-non-specific necromancer will necessarily vary with class but more often than not preclude being good or require being evil.

ATHATH
2016-03-06, 06:36 PM
Do note that three of the spells that I mentioned (Valiant Steed, Create Lantern Archon, and Animate With the Spirit) require you to be non-evil to use them. I recommend being TN or LN.

No, Necromancers do not have to be evil. Wee Jas (the deity) is a good example of a sane, LN Necromancer.

ATHATH
2016-03-06, 11:58 PM
Oh, add Cry of Ysgard to the list as well.

GrayDeath
2016-03-10, 09:24 AM
OK, thank you all.

I ahve decided to take either the Warder or the Necromancer Variant (depends on my Talk with the DM on the upcoming weekend).

I would be VERY thankful if you could build me a complete, fully powered Variant of each until say Monday.

If going Necromancer I will go TN, if going Warder CG, if that matters in any way.


My Race is finished and has the following Bonuses:

Type: Outsider (Native)
Flight (50ft, Good M)
Celestial Resistance
+2 to all physicals and +4 to Intelligence (for both the necromancer Variant and the Warder bet mental Stat iirc)
+2 to all Saves


Reasons: flying is always good, and he allowed it as advanced Ability. Rest had to be a bit decheesed though. ^^

Thank you in advance!

Bobby Baratheon
2016-03-10, 03:39 PM
Sorcerer/Warlock is a pretty potent combination if you go eldritch theurge, as well chosen invocations (such as at will flight, dimension door, etc) can really open up a build for the price of one caster level. There is a sort-of sneaky way to get binder in their as well, as anima mage requires you to be able bind second level vestiges. It is also rather poorly written, as the text says that taking a level in anima mage is effectively taking a level in binder, meaning you can by RAW advance binding from a two feat investment. Buildwise, looks something like this (note - you need access to four first level feats to pull this off. Human with two flaws, or trade out summon familiar and take two flaws). Note that this build works off the assumption that Practised Spellcaster advances eldritch blast die, which is not RAW but the original creator of the class said he would allow that, so many GM's do. Talk to yours.

1st level: Sorcerer (Heighten Spell, Precocious Spellcaster, Bind Vestige, Bind Vestige Improved)
2nd level: Warlock
3rd level: Anima Mage (practised spellcaster [warlock])
4th level: Anima Mage
5th level: Anima Mage
6th Level: Eldritch Theurge (I would take Improved Binding)
7th+ Level: Whatever you want (probably more anima mage and eldritch theurge).

If you take ten levels of Eldritch Theurge and 8 levels of Anima Mage, you end up with the invocations of an 11th level warlock, the Eldritch blast of a 15th level warlock, the Binding of a 10th level binder (assuming you took Improved Binding), and the spellcasting of a 19th level sorcerer.

As far as specifics go, I would take Paimon, grab the improved Dex and Dance of Death, and convert the other four abilities in extra spell slots. This is a pretty great chassis for a fear build, as Frighful Blast gives you an initial fear vector (and eldritch theurge will let you slap this on a spell), beguiling influence nets you a +6 to Intimidate (among other things), and 24 hour duration flight is great for anyone.

With respect to races, a lesser cansin/unseelie fey/magic blooded will net you a +6 charisma and some pretty neat abilities (including flight) for LA+0.

To be fair, this is my personal favorite for class combos, and it actually meshes kind of well with your concept of powers derived from heritage. Warlock gives you all-day powers and reliable ways to contribute in combat outside of spells, you get most of the power of a sorcerer, and the versatility of a binder. What's not to love?

EDIT: These are all 3.5. I don't know pathfinder well enough to know where the differences lie, though I have seen the pathfinder warlock and I do not care for it.
EDIT2: Just read the last post by the OP. Came a little late to the party, I guess :smalltongue: Necromancer's a lot of fun - enjoy yourself and make sure to ham it up!

GrayDeath
2016-03-11, 09:55 AM
Yes, a bit late.
But then again since I often play sorcerers and Warlocks I would probably have declined just because of that.

@ATATH/Ellowryn: please build it for me? Pretty please? ^^

ATHATH
2016-03-11, 03:34 PM
When I said Necromancer, I didn't mean the Wizard Variant. Usually, Necromancers are Clerics, because they get Rebuke Undead.

I don't usually make full builds, but I can give you a stub:

LN Cloistered Cleric of the Blood of Vol (Channels Negative Energy; Domains: Necromancer, Deathbound, Knowledge) 5/Paragnostic Apostle 5/Legacy Champion 10 (Advance PA)

Take the Domain Spontaneity feat to gain the ability to cast Command Undead with your normal spell slots.

Choose See Through the Veil as your first PA ability and either Mortal Coil (for huge bonuses to Transmutation spells) or Mind Over Matter (to make Greater Luminous Armor and its ilk give insane bonuses to AC) as your second ability. Alternate between the two as you level up.

I recommend founding your own Legacy Weapon, because almost all of the pre-generated ones suck.

At 20th level, you will have an effective Rebuking Level of 34 (with an Animate Dead pool 1.5x the normal size), a +7 bonus to the DC's of the saves of your spells for undead targets, a +1 to the bonus to the CL of Necromancy spells, a posse of non-undead creatures following you (see my list of near-permanent summoning spells above), the ability to cast both Sanctified and Corrupt spells, and either a +6 to the CL of Transmutation spells or a +12 to the Armor Bonus to AC of spells that you cast (making Greater Luminous Armor give a whopping +20 to AC!).

ATHATH
2016-03-11, 03:47 PM
Darn, I forgot about the no T1 restriction. Do the same thing, but with a Dread Necromancer instead.

Protips for Dread Necromancers:
Use Arcane Disciple to gain Magic Circle Against X, so that you can PB stuff.

Use the Arcane Preparation feat to get the ability to cast Sanctified and Corrupt spells.

I've heard that the Corpsecrafter line of feats is pretty good.

ATHATH
2016-03-11, 04:38 PM
You can enter PA at fourth level with a Dread Necromancer by taking the Versatile Spellcaster feat and either Mother Cyst or Cerebrosis. Use the freed up level to get a level of Master of Shrouds or Sandshaper.

Necrotic Cyst and Cerebrosis are quite good for a DN.

Don't forget that you can qualify for prestige classes and feats that require divine spellcasting by using Southern Metamagic.

GrayDeath
2016-03-11, 05:41 PM
I would really LOVE it if you could write it all a bit more detailed.

While once upon a TIme my D&D Fu was strong, atm I am evens truggling with most of your abbrevations.

So, if you please, cite the full feat name and source and flesh out the explanations of the (ideally complete, including stats and all; oh right, its pointbuy 30 btw) build a bit more, and my thanks willb e yours eternally (well or until character death ^^).

Kelb_Panthera
2016-03-11, 06:08 PM
You can enter Paragnostic Apostle at fourth level with a Dread Necromancer by taking the Versatile Spellcaster feat and either Mother Cyst or Cerebrosis. Use the freed up level to get a level of Master of Shrouds or Sandshaper.

Necrotic Cyst and Cerebrosis are quite good for a Dread Necromancer.

Don't forget that you can qualify for prestige classes and feats that require divine spellcasting by using Southern Magician.

Paragnostic apostlel is in Complete Champion (CC), Dread Necromancer is in Heroes of Horror (HoH), and southern magician is in Races of Faerun (RoF). Mother Cyst is also Libris Mortis but I'm not familiar with cerebrosis. Versatile spellcaster is in Races of the Dragon (RoD).

Mother Cyst adds a few spells to your spells known as soon as you can cast spells of that level and versatile spellcaster allows you to combine two spell slots to cast a higher level spell. When combined they allow you to qualify for "must be able to cast spells of <X> level" two levels earlier than you otherwise might.

A bit better?

ATHATH
2016-03-11, 06:18 PM
I would really LOVE it if you could write it all a bit more detailed.

While once upon a TIme my D&D Fu was strong, atm I am evens truggling with most of your abbrevations.

So, if you please, cite the full feat name and source and flesh out the explanations of the (ideally complete, including stats and all; oh right, its pointbuy 30 btw) build a bit more, and my thanks willb e yours eternally (well or until character death ^^).
Well, most of the classes and feats that I cited can be googled to find out what they do, but here's a quick description of a few of them.

LN: Abreviation for the Lawful Neutral; since the updated build isn't a Cleric, you can be any non-good alignment you wish to be (DN requires you to be non-good)
DN, a.k.a. the Dread Necromancer (page 84 of Heroes of Horror): a spontaneous arcane spellcaster with the ability to Rebuke Undead; knows every spell on his spell list; is a base class
PA, a.k.a. the Paragnostic Apostle (page 94 of Complete Champion): full advancement of rebuking and spellcasting; gets a special ability from a list every level; can select abilities multiple times, just not twice in a row;
Legacy Champion (page 19 of Weapons of Legacy): a prestige class that advances all of the class features of another class that you have for 8 of its 10 levels
Necrotic Cyst, Arcane Disciple, and Cerebrosis (various): feats that add extra spells to your spell list; Cerebrosis can be obtained for "free" by spending a point of CON and a few thousand GP, but is from Dragon Magazine; Arcane Disciple adds spells from one of your deity's domains to your spell list, but uses your WIS to cast them.
Arcane Preparation and Southern Magician: let you prepare your spells and cast them as Divine spells, respectively
Sanctified and Corrupt spells (Book of Vile Darkness and Book of Exalted Deeds): available to all prepared spellcasters of appropriate alignments (being Neutral on the Good-Evil axis gets you both of them); most cause ability damage when they're cast
Corpsecrafter line of feats: improve the undead that you create
Master of Shrouds: 1 level gets you +4 rebuking attempts per day
Sandshaper: 1 level adds a bunch of spells to your spell list
CL: caster level

I'll put up some stats soon.

ATHATH
2016-03-11, 06:40 PM
Lord of the Flies the Dead a Lot of Stuff
Dread Necromancer 4/Paragnostic Apostle 5/Something else 1/Legacy Champion 10
Necropolitan (an LA +0 template that makes you undead) Human
Stats:
STR: 7
DEX: 12
CON: 7 (this will become - after you become a Necropolitan, which is why I've dumped it)
INT: 12
WIS: 18 (for Arcane Disciple)
CHA: 18 (20 after Human stat boost)

Feats:
Human Bonus Feat: Versatile Spellcaster
1st Level Feat: Apprentice (Spellcaster)
3rd Level Feat: Heighten Spell
3,000 or so GP and a point of permament CON loss: Cerebrosis

The rest of your feats are free, and I recommend looking at some of the feats that people in this thread have suggested to you and at The Reanimated Dread Necromancer Handbook for some ideas on what to take. Don't forget to look over my list of near-permament summoning spells that I posted earlier in the thread as well.

Good luck, and have fun!

ATHATH
2016-03-11, 06:44 PM
One final thing: Paragnostic Apostle also gives you a double-speed progression of Bardic Lore, so you'll have the Bardic Lore of a 26th level Bard at level 20.

ATHATH
2016-03-11, 09:13 PM
By the way, Door of Decay (Complete Champion) is a cool spell that DN's can pick up via advanced learning, despite it being a Conjuration (Teleportation) spell. Worship Wee Jas if you can; she's one of the sanest gods of Necromancy (well, technically, she's a god of death, but she still employs Necromancers) in this edition.

I just found another fun feat for Necromancers: Mastery of the Dead (Player's Guide to Eberron). It lets you summon a ghost that's under your control by killing an enemy with a [Death] spell. The Dread Necromancer has Death Knell, an easy, low level delivery mechanism for this effect, and can acquire Death by Thorns via Arcane Preparation. If you can cast Symbol of Death (acquired via the Advanced Learning trick, below) on a bouncy ball (or a similar object), set it to "when looked at", and can get it Permamencied, you can chuck it into herds of enemies and turn a bunch of people into ghosts (sadly, you can only have one ghost at a time, but at least you can reuse the ball).

I recently realized something about the Dread Necromancer's Advanced Learning class feature. The restriction of the maximum level of the spells that you can to your list is based on the level of the highest level spell you KNOW, not the highest level spell you can CAST. This means that if you can add spells to your spell list through a class like Sandshaper or a feat like Arcane Disciple (Mother Cyst and Cerebrosis are kind of iffy, though), you can add Necromancy spells of a level way higher than what you can actually cast to your spell list. You still won't be able to cast them until you could normally cast spells of that level, but this means that you can use your one Advanced Learning slot on a high level spell (like Symbol of Death or Death's Door) instead of having to settle for a lower level one.

Also, check out the Fell Animate and Fell Drain metamagic feats. They'll give you Zombies and Wights, respectively, for free. I suggest putting them on low level spells and using them to finish an enemy off.

GrayDeath
2016-03-12, 09:43 AM
Hmmm, Necropolitan is a Transformation, correct?
As my race is already fixed, and I am an outsider, not a Human, I see problems in that regard.

Otherwise some serious Minimancy here. Me likes.

Edit: oh, and of course I know the abbrevations for the alignments, only the Classes/feats confused me mightily. ^^

Thanks.

ATHATH
2016-03-12, 02:45 PM
Hmmm, Necropolitan is a Transformation, correct?
As my race is already fixed, and I am an outsider, not a Human, I see problems in that regard.

Otherwise some serious Minimancy here. Me likes.

Edit: oh, and of course I know the abbrevations for the alignments, only the Classes/feats confused me mightily. ^^

Thanks.
If you have access to flaws (or PF's equivalent), you can take the Humanoid Heritage feat (say that you were created from the soul of a Human or something) to qualify for Necropolitan.

GrayDeath
2016-03-16, 06:45 PM
I`ve decided to go for the DN Route.
The DM allowed the Necropolitan Transformation, but I lose not only the Outsider Type but also my elemental Resistance in Exchange.

Still, undead flying Minimaoncer, here we come! :smallcool: