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Athear
2017-06-11, 10:11 PM
Changing gears here Wanting to go Necromancer I was thinking Cleric witch mytic theurge what are peoples thoughts of the cheeze I can pull with that?

ATHATH
2017-06-12, 01:25 AM
*sigh*

We really should have a stickied thread somewhere for this kind of thing; it's a quite common request.

Also, why is this not in the 3.0/3.5/Pathfinder subforum?

Athear
2017-06-12, 02:17 AM
I thought i did post it there. sorry.

The Viscount
2017-06-12, 12:02 PM
I'm not great at Pathfinder, but I can tell you that Sacred Geometry (http://www.d20pfsrd.com/feats/general-feats/sacred-geometry/) is capable of giving you free metamagic. It requires that you do complicated mathematics to do so, but if you're good enough at it or have a good algorithm, it's stupid strong.

stanprollyright
2017-06-12, 12:44 PM
Why did you make 2 duplicate threads?

Buufreak
2017-06-12, 12:51 PM
I'm not great at Pathfinder, but I can tell you that Sacred Geometry (http://www.d20pfsrd.com/feats/general-feats/sacred-geometry/) is capable of giving you free metamagic. It requires that you do complicated mathematics to do so, but if you're good enough at it or have a good algorithm, it's stupid strong.

And by complicated, we mean you need to know how to create zeros, and what happens when you multiply by it.

Athear
2017-07-14, 07:24 PM
Okay so new cheez needed too this game will utilize All PF and All 3.5 books.
I wish to build the most broken cleric necromancer I can build. my character is a 5th level Dragonborn cleric of Falazule with the Undeath and decay domains.
I looked at the undead lord archetype how ever it would force me to get rid of decay for the death domain. If I can gain a third domain through feats or other non archetype/prestige class cheeze then I can take that Archtype.
my end goal is to become a Litch eventualy.

icefractal
2017-07-14, 09:14 PM
Okay so new cheez needed too this game will utilize All PF and All 3.5 books.
I wish to build the most broken cleric necromancer I can build. my character is a 5th level Dragonborn cleric of Falazule with the Undeath and decay domains.
I looked at the undead lord archetype how ever it would force me to get rid of decay for the death domain. If I can gain a third domain through feats or other non archetype/prestige class cheeze then I can take that Archtype.
my end goal is to become a Litch eventualy.3.5 plus PF is more cheese possible than either alone, so you have a lot to work with here.

Here's something useful for a necromancer: Blood Money (http://www.d20pfsrd.com/magic/all-spells/b/blood-money/). Did someone say "free undead minions"? There are other ways to do this, like Spellstitching, but that spell is easy and has no opportunity cost.

Once you get to Cleric 7: Consumptive Field + Divine Metamagic (Persist). Start the morning by killing a bunch of rats. Have enormous Strength and HP all day.

If the Pathfinder rules for playing monsters are being used, then various types of undead are solid options. Ghost, Vampire (several kinds), Lich, and Advanced Juju Zombie all reduce down to effectively +1 LA, and get Charisma to HP. If the 3.5 rules are being used, stick to Necropolitan if any.

Athear
2017-07-14, 09:40 PM
3.5 plus PF is more cheese possible than either alone, so you have a lot to work with here.

Here's something useful for a necromancer: Blood Money (http://www.d20pfsrd.com/magic/all-spells/b/blood-money/). Did someone say "free undead minions"? There are other ways to do this, like Spellstitching, but that spell is easy and has no opportunity cost.

Once you get to Cleric 7: Consumptive Field + Divine Metamagic (Persist). Start the morning by killing a bunch of rats. Have enormous Strength and HP all day.

If the Pathfinder rules for playing monsters are being used, then various types of undead are solid options. Ghost, Vampire (several kinds), Lich, and Advanced Juju Zombie all reduce down to effectively +1 LA, and get Charisma to HP. If the 3.5 rules are being used, stick to Necropolitan if any.

I would love the consumptive field trick, but I am more looking for the way to get an other domain.
also as a blood money won't work for me.

Calthropstu
2017-07-14, 10:00 PM
If both 3.5 and pathfinder are available, doesn't pun-pun come online before lvl 8?

JNAProductions
2017-07-14, 10:05 PM
If both 3.5 and pathfinder are available, doesn't pun-pun come online before lvl 8?

Pun-Pun comes online at level 1, with all sources available.

Sagetim
2017-07-14, 10:44 PM
I'm pretty sure pun pun requires a specific reading of the rules that DM's are free to just say no to for it to come online and function, so let's go with something that's more along the lines of hoisting this person with their own petard.

Now, before I get really started, I'd like to point out that Dread Necromancer is 3.5, and couldn't they pick up Blood Money through Advanced Learning at level 4? Combine with corpse crafter feat chain if the DM rules that it stacks with the Dread Necromancer's undead mastery and then proceed to raid graveyards at your leisure by taking strength damage. Obviously you're going to need to invest in a decent strength score to do this often, and some means of healing the strength damage, but considering how buffed up your undead minions are going to be and how much money you won't be spending on obsidian, I think that's a very swingable thing.

Something else worth mentioning is that since 3.5 is available, you have the Book of Nine Swords, The Tome of Magic, Expanded Psionics Handbook, and Magic of Incarnum to pick from if you want to mess with your DM's head by using non-core systems to bolster your shenanigans. A lot of these things only got converted to Pathfinder by Dreamscarred Press, if at all, so most GM's consider them to be 3rd party/off limits/what have you. If you were starting at higher level, you could mix Binder and the PRC whose name I don't recall from Tome of Magic into your build to have the ability to breathe lines of fire regularly to bolster your army of undead minions. Is it awful and cheesy? Maybe not, but it could be pretty Metal. Also, if you don't use those feats on corpse crafter feats (due to lack of stacking or whatever) you could still eek out some binding shenanigans just with a few feats to let you bind up to 3rd level Vestiges to get some of the less direct damage effects, like Heavy Magic from Karsus to up your spell dc's by +2 without the simple lack of versatility provided by spell focus and greater spell focus (or stack them, whatever).

Maneuver users can sure Seem cheesy, especially if your GM is under the impression that fighters are supposed to suck compared to spellcasters at mid and higher level. The Idiot Crusader is a way of building a crusader that results in having a rapid refresh on your maneuvers with no action investment, though you only have a handful of them to utilize (so you have to pick really good ones). I'm not super familiar with how to build one, but I assume it has something to do with using the whole 'half your non-initator levels count towards initiator level' thing, so going 6 fighter/1 crusader lets you spend your first level crusader maneuvers acting like a level 4 crusader (so you could get 2nd level maneuvers instead of any first level ones). Maximize your cheese factor by using devoted spirit strikes to get hp from hitting your enemies with the angry wrath of your nonspecific divine cause. Oh, and Mountain Hammer. Or Mountain Hammer and Foehammer. Because nothing says 'you cheesy bastard' like 'lol, dr? I ignore that. Also take more damage.' Then doing it again.

Psionics tends to get a lot of shade across the internet, so if you want to Seem cheesy, and your GM is a person who doesn't understand the psionics rules that well, then using psionics is a surefire way to get the whole 'that's cheesy' reaction. Even if the underlying mechanics are less cheesy than regular arcane magic. Mind, you don't want to do psionics if you don't actually know how it works, because once you start doing things that don't work the way you think, and even when you are doing things that work the way you think, your GM is probably going to start actually checking the rules for it. So your actual cheese options for psionics are going to be limited, in part because there's very little support in 3.5 for it, and in part because the only support for Those rules in Pathfinder are 3rd party and thus outside the scope of your cheese build.

Goaty14
2017-07-15, 01:25 PM
War Hulking Hurler-Throw any medium load of damage, dealing 1d6 damage for every 200 lbs over 400, proceed to buff Str into the Stratosphere.
Ubercharger-Multipliers while charging, 'Nuff said.
D2 Crusader-Any time you roll 1 it becomes 2, reroll all 2s, Hit something with a weapon that deals 1d2. Damage: 2+2+2+2...+1d2
Cancer Mage-1st level cannot suffer bad effects from disease, festering rage gives you +2 Str for every day you have the disease. Proceed to achieve more Str than Pun-Pun.

Situational (and not too cheesy) cragtop archer and other stuff to start buffing range, proceed to start sniping all future encounters.
Somewhere there is a thread detailing dealing 200 damage w/ magic missile no save. Here (http://www.giantitp.com/forums/archive/index.php/t-211863.html)
Planar Shepherd-I honestly do not know how this is too good.
Master of Many Forms-These forms are the hobgoblin warsoul (MM V, 87) and the kuo-toa exalted whip (MM V, 95). These creatures are notable because they get what no other creature in the game seems to get (aside from some weaker versions that are also in MM V), spellcasting as an explicitly extraordinary ability. The warsoul gets 9th level wizard casting, on a form with ten HD, and the kuo-toa gets 8th cleric casting on a form with 10 HD. You can get that whole setup either by level ten, by taking seven druid levels for enhance wild shape before going MoMF, or by level twelve, by getting the extraordinary special qualities from MoMF 7, but either way this is a surprisingly solid amount of casting you’re getting. At least at the moment you get it. After all, these forms are pretty unique, and they don’t somehow advance into better casting, so you’ll get this brief period of time with casting that could be considered close to tier one, and then you’ll just keep that as things advance around you. Unadvanceable casting is awesome too, though, even somewhat later in the game. Oh, also, hobgoblin warsouls get the ability to always have 2d4 first level hobgoblin warriors that fight for them, so that’s both really weird and kinda useful.

Dweomkeeper-Breaks Xp requirements by turning spells into Supernatural abilities.

Troll-Blooded-Gives regeneration, 1st level feat, I'm sure you'll find a way to break it.
To name a few.

Hackulator
2017-07-15, 01:35 PM
Are you STARTING at level 8 and then will level up from there?

Go Two-Headed Anthropomorphic Squid Warblade 1/Bloodstorm Blade 2. You have 16 attacks per round, once you get to bloodstorm blade 4 you can make all those attacks with a combination of ranged or melee attacks, all using your strength. It's not the MOST powerful build, but its powerful and HYSTERICAL when you think about this dude making ranged attacks with 8 weapons at a time which all bounce off people and come flying back to him to be immediately caught and thrown again.

Alternately you can go 2 headed squid into master thrower and make over 150 attacks per round at level 20.

Athear
2017-07-15, 05:47 PM
Are you STARTING at level 8 and then will level up from there?

Go Two-Headed Anthropomorphic Squid Warblade 1/Bloodstorm Blade 2. You have 16 attacks per round, once you get to bloodstorm blade 4 you can make all those attacks with a combination of ranged or melee attacks, all using your strength. It's not the MOST powerful build, but its powerful and HYSTERICAL when you think about this dude making ranged attacks with 8 weapons at a time which all bounce off people and come flying back to him to be immediately caught and thrown again.

Alternately you can go 2 headed squid into master thrower and make over 150 attacks per round at level 20.


Okay so new cheez needed too this game will utilize All PF and All 3.5 books.
I wish to build the most broken cleric necromancer I can build. my character is a 5th level Dragonborn cleric of Falazule with the Undeath and decay domains.
I looked at the undead lord archetype how ever it would force me to get rid of decay for the death domain. If I can gain a third domain through feats or other non archetype/prestige class cheeze then I can take that Archtype.
my end goal is to become a Litch eventualy.

My plans are to go cleric necromancer of Falazule
stats are str: 15, dex:10, Con: 17, int:18, Wis: 19, Cha: 18
we are fifth level and I am currently looking for a feat to gain an extra domain.

Athear
2017-07-15, 05:52 PM
The reason I need a feat like this is that The Cleric archtype Undead lord is very potent alowing you to gain a undead cohort with HD equal to your level.
how ever it forces you to take the Undeath and death domains but Falazule offers the decay domain which is powerful

AvatarVecna
2017-07-15, 07:27 PM
Unrelated to necromancy shenanigans, but could be used for that...

Sheet (https://www.myth-weavers.com/sheet.html#id=1273044)

Young
Advanced
Magic-Blooded (3.5)
Necropolitan (3.5, acquired lvl 3)

Custom Race: Special Fireflake (29 racial points)
(+0) Type: Humanoid (Orc subtype)
(+0) Size: Medium
(+0) Base Speed: Normal
(+2) Attributes: Greater Paragon (Con -2/Wis -2/Cha +4)
(+0) Languages: Standard
(+4) Attribute Trait: Advanced Cha (Cha +2)
(+2) Feat/Skill Trait: Static Bonus Feat (Spell Focus: Evocation)
(+2) Feat/Skill Trait: Static Bonus Feat (Greater Spell Focus: Evocation)
(+2) Feat/Skill Trait: Static Bonus Feat (Elemental Focus: Fire)
(+2) Feat/Skill Trait: Static Bonus Feat (Greater Elemental Focus: Fire)
(+2) Feat/Skill Trait: Static Bonus Feat (Spell Penetration)
(+2) Feat/Skill Trait: Static Bonus Feat (Greater Spell Penetration)
(+2) Feat/Skill Trait: Static Bonus Feat (Fiery Spell)
(+2) Feat/Skill Trait: Static Bonus Feat (Searing Spell)
(+2) Feat/Skill Trait: Static Bonus Feat (Energy Substitution: Fire)
(+2) Feat/Skill Trait: Static Bonus Feat (Energy Admixture: Fire)
(+2) Feat/Skill Trait: Static Bonus Feat (Easy Metamagic: Energy Admixture)
(+3) Feat/Skill Trait: Skill Training 3 (Knowledge: Dungeoneering/Engineering/Local/Nature/Planes/Religion)
(-2) Weakness Trait: Vulnerable To Sunlight


20-29 points is few enough to not cost a level, based on your starting level. Will be using 20 point-buy.

Sheet (https://www.myth-weavers.com/sheet.html#id=1273196)

Young
Advanced
Magic-Blooded
Necropolitan

Custom Race: Dwarven Crafter
(+0) Type: Humanoid
(+0) Size: Medium
(+0) Base Speed: Normal
(+1) Attributes: Specialized (Con -2/Int +2/Cha +2)
(+0) Languages: Standard
(+9) Attribute Trait: Advanced Int 2 (Int +4)
(+15) Attribute Trait: Advanced Cha 3 (Cha +6)
(+2) Feat/Skill Trait: Use Magic Device +2
(+2) Static Bonus Feat: Skill Focus (Use Magic Device)
(+2) Static Bonus Feat: Magical Aptitude
(-2) Weakness Trait: Vulnerable To Sunlight


The basic idea here is nothing too complicated. Build a caster who combines Sacred Geometry and Incantatrix to accomplish incredible things in their chosen area. Use Young+Advanced and LA +0 3.5 templates to boost your stats, and use the PF race builder rules to build a total BS race that goes right up to the line on how much you're allowed to start with (if you were starting a few levels, our race could have even more free feats, which would probably be metamagic and Easy Metamagic :smalltongue:). The particular path I went with was "blaster caster" here, because while this build packs a metric ton of bull****, being good at blasting is probably still only vaguely comparable damage-wise to a good buffer, and if your DM knows that, they probably won't totally mind your BS blasting abilities.

Take an Artificer cohort (using race building cheese again), combine 3.5 and PF crafting cost reduction, and have the Artificer cohort just stay home making your magic items. Abuse the fact that PF crafting takes away the XP cost and focus solely on making it cheaper. The artificer will be taking your main characters gold and turning it into Wondrous items that are only usable by a True Neutral Sorcerer with at least 8 ranks in Knowledge (Local), crafting items for ~8.6% of their base price.

Spells haven't been detailed on the sorcerer sheet, but in case it wasn't obvious, choose a bunch of fire blasting spells. Your bread and butter will be super-metamagick'd Scorching Rays: use Sacred Geometry to throw one of these metamagic packages onto your +15 vs Touch AC attacks:
Twin Spell (4 rays dealing 4d6+12)
Energy Admixture+Searing Spell (2 rays dealing 8d6+24 bypassing Fire Resistance and dealing half damage to those with immunity)
Energy Admixture+Fiery Spell (2 rays dealing 8d6+32)

There's other options, but those are some quick easy ones that are 4th lvl slots if you flub Sacred Geometry math, or 2nd lvl slots if you don't flub it.

Athear
2017-07-15, 08:39 PM
Unrelated to necromancy shenanigans, but could be used for that...

Sheet (https://www.myth-weavers.com/sheet.html#id=1273044)

Young
Advanced
Magic-Blooded (3.5)
Necropolitan (3.5, acquired lvl 3)

Custom Race: Special Fireflake (29 racial points)
(+0) Type: Humanoid (Orc subtype)
(+0) Size: Medium
(+0) Base Speed: Normal
(+2) Attributes: Greater Paragon (Con -2/Wis -2/Cha +4)
(+0) Languages: Standard
(+4) Attribute Trait: Advanced Cha (Cha +2)
(+2) Feat/Skill Trait: Static Bonus Feat (Spell Focus: Evocation)
(+2) Feat/Skill Trait: Static Bonus Feat (Greater Spell Focus: Evocation)
(+2) Feat/Skill Trait: Static Bonus Feat (Elemental Focus: Fire)
(+2) Feat/Skill Trait: Static Bonus Feat (Greater Elemental Focus: Fire)
(+2) Feat/Skill Trait: Static Bonus Feat (Spell Penetration)
(+2) Feat/Skill Trait: Static Bonus Feat (Greater Spell Penetration)
(+2) Feat/Skill Trait: Static Bonus Feat (Fiery Spell)
(+2) Feat/Skill Trait: Static Bonus Feat (Searing Spell)
(+2) Feat/Skill Trait: Static Bonus Feat (Energy Substitution: Fire)
(+2) Feat/Skill Trait: Static Bonus Feat (Energy Admixture: Fire)
(+2) Feat/Skill Trait: Static Bonus Feat (Easy Metamagic: Energy Admixture)
(+3) Feat/Skill Trait: Skill Training 3 (Knowledge: Dungeoneering/Engineering/Local/Nature/Planes/Religion)
(-2) Weakness Trait: Vulnerable To Sunlight


20-29 points is few enough to not cost a level, based on your starting level. Will be using 20 point-buy.

Sheet (https://www.myth-weavers.com/sheet.html#id=1273196)

Young
Advanced
Magic-Blooded
Necropolitan

Custom Race: Dwarven Crafter
(+0) Type: Humanoid
(+0) Size: Medium
(+0) Base Speed: Normal
(+1) Attributes: Specialized (Con -2/Int +2/Cha +2)
(+0) Languages: Standard
(+9) Attribute Trait: Advanced Int 2 (Int +4)
(+15) Attribute Trait: Advanced Cha 3 (Cha +6)
(+2) Feat/Skill Trait: Use Magic Device +2
(+2) Static Bonus Feat: Skill Focus (Use Magic Device)
(+2) Static Bonus Feat: Magical Aptitude
(-2) Weakness Trait: Vulnerable To Sunlight


The basic idea here is nothing too complicated. Build a caster who combines Sacred Geometry and Incantatrix to accomplish incredible things in their chosen area. Use Young+Advanced and LA +0 3.5 templates to boost your stats, and use the PF race builder rules to build a total BS race that goes right up to the line on how much you're allowed to start with (if you were starting a few levels, our race could have even more free feats, which would probably be metamagic and Easy Metamagic :smalltongue:). The particular path I went with was "blaster caster" here, because while this build packs a metric ton of bull****, being good at blasting is probably still only vaguely comparable damage-wise to a good buffer, and if your DM knows that, they probably won't totally mind your BS blasting abilities.

Take an Artificer cohort (using race building cheese again), combine 3.5 and PF crafting cost reduction, and have the Artificer cohort just stay home making your magic items. Abuse the fact that PF crafting takes away the XP cost and focus solely on making it cheaper. The artificer will be taking your main characters gold and turning it into Wondrous items that are only usable by a True Neutral Sorcerer with at least 8 ranks in Knowledge (Local), crafting items for ~8.6% of their base price.

Spells haven't been detailed on the sorcerer sheet, but in case it wasn't obvious, choose a bunch of fire blasting spells. Your bread and butter will be super-metamagick'd Scorching Rays: use Sacred Geometry to throw one of these metamagic packages onto your +15 vs Touch AC attacks:
Twin Spell (4 rays dealing 4d6+12)
Energy Admixture+Searing Spell (2 rays dealing 8d6+24 bypassing Fire Resistance and dealing half damage to those with immunity)
Energy Admixture+Fiery Spell (2 rays dealing 8d6+32)

There's other options, but those are some quick easy ones that are 4th lvl slots if you flub Sacred Geometry math, or 2nd lvl slots if you don't flub it.



Interesting. not quite what I'm going for nor do I even remotely understand how sacred geometry works

Nifft
2017-07-15, 08:42 PM
So my DM and I like to troll each other. so I want to know whats the Cheeziest most god awfully power gamed build I could make in pathfinder with out using any 3rd party books or home-brew.

1/ Polymorph Any Object a block of cheese into a dragon.

2/ True Mindswitch with the dragon.

3/ Wait.

4/ When the polymorph effect wears off, you will be the cheesiest character possible.

Athear
2017-07-15, 10:41 PM
1/ Polymorph Any Object a block of cheese into a dragon.

2/ True Mindswitch with the dragon.

3/ Wait.

4/ When the polymorph effect wears off, you will be the cheesiest character possible.


lol nice, though I'm looking more for cheeze for cleric necromancers. hopefully by getting an extra domain

Gruftzwerg
2017-07-15, 11:05 PM
I would suggest a pure 3.5 ubercharger build in terms of dmg cheese:

race: human

Monk 2/Barb 1/Fighter 2/Drunken Master 2/Warblade 1

1. Monk - Power Attack, Dodge (human bonus feat), Stunning Fist (monk bonus feat)
2. Monk - Combat Reflexes (monk bonus feat)
3. Barb - ACF Pounce, Improved Bullrush
4. Fighter - Great Fortitude
5. Warblade (Stance: Leading the Charge), (Maneuvers: Wolf Fang Strike, Sudden Leap, Wall of Blades)
6. Drunken Master - Shock Trooper
7. Drunken Master
8. Fighter - Leap Attack

You need a Necklace of Natural Attacks +1, Valorous(+1) and if you can effort it Collusion (+1). Add "Sandals of the Tiger Leap" to further enhance your charge dmg. With this setup your dmg skyrockets and almost everything on your lvl range should die on a single hit. And with flurry you can hit 3 times while pouncing. Stagger (DM2) gives free direction changes while charging/pouncing. Further a single tumble 15DC to avoid AoO due to charging ("bypass the trash and kill the boss first!"). You can also run back and forth for a charge ( or make a looping if you can fly) to attack enemies right next to you(r starting position).



dmg formula per hit: (assuming Str 20 @lvl 8) (not incl. Rage or Drink-like-a-Demon!)
= (d6 + Str + 2xPA + Leading the Charge + "+1 Necklace" + Collusion) x3
= (d6 + 5 + 2x7 + 4 + 1 + 5) x3
= (d6 + 29) x3
= 3d6 + 87 dmg per hit

With a min. dmg of 90 everything should die in a single blow.
Tiger Leap comes in handy to either jump to a save spot (if many ranged enemies are alive at end of your turn) or to jump to your next target (if you should have attacks left but no enemies in melee reach, but in reach of Tiger Leap).
Wall of Blades can be a life saver and exchange your low AC (due to Shock Trooper) and help to avoid a hit.

______________

9. Warblade - Improved Sunder (Iron Heart Surge)
..
12. ... - Combat Brute
If you should gain more lvl , get Iron Heart Surge at lvl 9 to get rid of the side-effects from Rage & Drink-like-a-Demon. Especially "DlaD"
Combat Brute would later enhance your dmg even more.

PS: You should probably also invest into a few Everfull Mugs to satisfy your alcohol needs every day.

Athear
2017-07-15, 11:19 PM
I would suggest a pure 3.5 ubercharger build in terms of dmg cheese:

race: human

Monk 2/Barb 1/Fighter 2/Drunken Master 2/Warblade 1

1. Monk - Power Attack, Dodge (human bonus feat), Stunning Fist (monk bonus feat)
2. Monk - Combat Reflexes (monk bonus feat)
3. Barb - ACF Pounce, Improved Bullrush
4. Fighter - Great Fortitude
5. Warblade (Stance: Leading the Charge), (Maneuvers: Wolf Fang Strike, Sudden Leap, Wall of Blades)
6. Drunken Master - Shock Trooper
7. Drunken Master
8. Fighter - Leap Attack

You need a Necklace of Natural Attacks +1, Valorous(+1) and if you can effort it Collusion (+1). Add "Sandals of the Tiger Leap" to further enhance your charge dmg. With this setup your dmg skyrockets and almost everything on your lvl range should die on a single hit. And with flurry you can hit 3 times while pouncing. Stagger (DM2) gives free direction changes while charging/pouncing. Further a single tumble 15DC to avoid AoO due to charging ("bypass the trash and kill the boss first!"). You can also run back and forth for a charge ( or make a looping if you can fly) to attack enemies right next to you(r starting position).



dmg formula per hit: (assuming Str 20 @lvl 8) (not incl. Rage or Drink-like-a-Demon!)
= (d6 + Str + 2xPA + Leading the Charge + "+1 Necklace" + Collusion) x3
= (d6 + 5 + 2x7 + 4 + 1 + 5) x3
= (d6 + 29) x3
= 3d6 + 87 dmg per hit

With a min. dmg of 90 everything should die in a single blow.
Tiger Leap comes in handy to either jump to a save spot (if many ranged enemies are alive at end of your turn) or to jump to your next target (if you should have attacks left but no enemies in melee reach, but in reach of Tiger Leap).
Wall of Blades can be a life saver and exchange your low AC (due to Shock Trooper) and help to avoid a hit.

______________

9. Warblade - Improved Sunder (Iron Heart Surge)
..
12. ... - Combat Brute
If you should gain more lvl , get Iron Heart Surge at lvl 9 to get rid of the side-effects from Rage & Drink-like-a-Demon. Especially "DlaD"
Combat Brute would later enhance your dmg even more.

PS: You should probably also invest into a few Everfull Mugs to satisfy your alcohol needs every day.

why is every one ignoring what i'm trying to do read my latest posts folks

we start at fifth level.
My plans are to go cleric necromancer of Falazule
stats are str: 15, dex:10, Con: 17, int:18, Wis: 19, Cha: 18
we are fifth level and I am currently looking for a feat to gain an extra domain.


the reason I need the extra feat is that the I looked at the undead lord archetype It is powerful how ever it would force me to get rid of decay for the death domain.

Coretron03
2017-07-15, 11:24 PM
why is every one ignoring what i'm trying to do read my latest posts folks

we start at fifth level.
My plans are to go cleric necromancer of Falazule
stats are str: 15, dex:10, Con: 17, int:18, Wis: 19, Cha: 18
we are fifth level and I am currently looking for a feat to gain an extra domain.


the reason I need the extra feat is that the I looked at the undead lord archetype It is powerful how ever it would force me to get rid of decay for the death domain.

Use the Substitute Domain spell (Complete champion, level 2 spell) to trade the death domain for for decay. Last 5 days at your level (Ignoring CL boosts). Isn't exactly a new domain but its a strict upgrade for what you want.

Endarire
2017-07-15, 11:28 PM
For 3.5, just use Pun-Pun. You've already won.

Athear
2017-07-16, 12:08 AM
Use the Substitute Domain spell (Complete champion, level 2 spell) to trade the death domain for for decay. Last 5 days at you level (Ignoring CL boosts). Isn't exactly a new domain but its a strict upgrade for what you want.

Thank you thank you thank *hugs Coretron*
finally some one listened. any more cheesy necromancer advice

AvatarVecna
2017-07-16, 12:16 AM
why is every one ignoring what i'm trying to do read my latest posts folks

I can't speak for anybody else, but I was mostly responding to the original few posts that no restrictions beyond 8th lvl. If you want people coming into the thread to see your desire for necro-cleric cheese, you may with to edit the OP to reflect that.

Sagetim
2017-07-16, 02:51 AM
I mean, if you want more domains, I'm pretty sure there are cleric prestige classes you can qualify for that. Does Contemplative actually hate on evil clerics? That's one of 3.5's prcs I recall off hand that I think gives a bonus domain. If you can figure out some way to steal Blood Money off the arcane list in pathfinder and staple it to your cleric, that should let you cover animate costs super easily, because you can heal the strength damage with lesser restoration for free. As long as you have enough strength to cover the cost, you're golden (you can also use this for other spells with a material components cost, like Forbiddance, Raise Dead, and so on, but it starts at 1 str damage and a little hp damage to cover up to 500 gp material components cost, then +1 str damage per 500 gp more covered).

So, you know, raise dead costs a Lot now (something like 5k, instead of the 500 it cost in ye olde days), so that's 10 str with Blood money, 20 if you're going to kick out a resurrection later for 10k. Meanwhile, on the animating side of things, create undead might be a little more useful since you can swing the materials cost regularly and may not have to care so much if your created undead get busted.

since you're a cleric, the corpse crafter feats aren't redundant for you (as the first one becomes for dread necromancer by the time they can cast animate dead). If you're a 3.5 cleric, you have turn undead uses that can be used to fuel divine meta magic, which you might be able to argue a pathfinder cleric and use channel for...but evil channel is a pretty effective offensive weapon against normies and their positive energy based living and breathing thing they got going on. So that's might be kind of a painful cost for a PF cleric to pay when it's an easy payoff for a 3.5 cleric.

have you considered animating a pet cemetary, then awakening the undead cats, and training them to use maneuvers and take class levels as sword sages or rogues? With 3.5, I think they might qualify for swarm fighting, which means they could be stacked into a single square without penalty and then you could flank for them to let them get out a pile of attacks as they crit fish and sneak attack your enemies to death, possibly with cat sized short swords.

Athear
2017-07-16, 03:59 AM
I mean, if you want more domains, I'm pretty sure there are cleric prestige classes you can qualify for that. Does Contemplative actually hate on evil clerics? That's one of 3.5's prcs I recall off hand that I think gives a bonus domain. If you can figure out some way to steal Blood Money off the arcane list in pathfinder and staple it to your cleric, that should let you cover animate costs super easily, because you can heal the strength damage with lesser restoration for free. As long as you have enough strength to cover the cost, you're golden (you can also use this for other spells with a material components cost, like Forbiddance, Raise Dead, and so on, but it starts at 1 str damage and a little hp damage to cover up to 500 gp material components cost, then +1 str damage per 500 gp more covered).

So, you know, raise dead costs a Lot now (something like 5k, instead of the 500 it cost in ye olde days), so that's 10 str with Blood money, 20 if you're going to kick out a resurrection later for 10k. Meanwhile, on the animating side of things, create undead might be a little more useful since you can swing the materials cost regularly and may not have to care so much if your created undead get busted.

since you're a cleric, the corpse crafter feats aren't redundant for you (as the first one becomes for dread necromancer by the time they can cast animate dead). If you're a 3.5 cleric, you have turn undead uses that can be used to fuel divine meta magic, which you might be able to argue a pathfinder cleric and use channel for...but evil channel is a pretty effective offensive weapon against normies and their positive energy based living and breathing thing they got going on. So that's might be kind of a painful cost for a PF cleric to pay when it's an easy payoff for a 3.5 cleric.

have you considered animating a pet cemetary, then awakening the undead cats, and training them to use maneuvers and take class levels as sword sages or rogues? With 3.5, I think they might qualify for swarm fighting, which means they could be stacked into a single square without penalty and then you could flank for them to let them get out a pile of attacks as they crit fish and sneak attack your enemies to death, possibly with cat sized short swords.

OMG I love this this reeks of blue cheeze. that is just mean.
though I did give up on the extra domain as I was thinking of cleric witch mystic theurge

Kitsuneymg
2017-07-16, 10:41 AM
Pathfinder only

You'll need to get a copy of Inner Sea Magic, or at least the magical schools section. There are a pair of abilities therein that can add 3 levels of casting (up to your hit dice; including spells per day and known) to one class and 1 to another. This means you can do Wiz3/Clr3/MT10/Wiz/Clr3 and have 17th level casting on both sides. Or Wiz 20 and Clr 14, or 19/15, etc.

The abilities you want to research are Eclectic Training and Esoteric Training. Have fun.

Athear
2017-07-16, 02:54 PM
Pathfinder only

You'll need to get a copy of Inner Sea Magic, or at least the magical schools section. There are a pair of abilities therein that can add 3 levels of casting (up to your hit dice; including spells per day and known) to one class and 1 to another. This means you can do Wiz3/Clr3/MT10/Wiz/Clr3 and have 17th level casting on both sides. Or Wiz 20 and Clr 14, or 19/15, etc.

The abilities you want to research are Eclectic Training and Esoteric Training. Have fun.

PF 3.5 all sources allowed as well 3rd party as well

Athear
2017-07-16, 04:25 PM
Also the DM is allowing Drawbacks

AvatarVecna
2017-07-16, 04:38 PM
Also the DM is allowing Drawbacks

I don't see how that's super-relevant. Drawbacks are very minor mechanical negatives you can take in exchange for additional very minor mechanical positives. If this was 3.5, and we were talking flaws and feats, it'd be a bit better.

Athear
2017-07-16, 04:58 PM
I don't see how that's super-relevant. Drawbacks are very minor mechanical negatives you can take in exchange for additional very minor mechanical positives. If this was 3.5, and we were talking flaws and feats, it'd be a bit better.

by draw backs I meant flaws from 3.5

Sagetim
2017-07-17, 01:09 AM
OMG I love this this reeks of blue cheeze. that is just mean.
though I did give up on the extra domain as I was thinking of cleric witch mystic theurge

Well, if you're going for theurging things, I have to urge you to consider True Necromancer instead, since it gets actual class abilities across it's entire progression and is like, one of two or three beyond 10th level prestige classes that are non-epic progressions. You'll get free uses of things ranging from shenanigans to wail of the banshee, and that's in addition to spell progression on both of your caster classes.

Witch is some primo stuff, you'll never get the bestest hexes with so few levels of it, but you can get slumber, the king of hexes, and mix in some evil eyes or misfortunes or what have you before you drop save or dies on your target. Most importantly for your cheese, it has blood money as a spell. And Age Resistance and all that chain of spells for when your character is knocking around at elderlyness and doesn't want to suffer the physical ability score penalties but doesn't want to go undead yet either.

Oh, and curses. Witches got curses. But yeah, if you pick up craft wonderous item along the way somewhere, you can maybe even make your own bag of holding to keep your undead awakened cat army of maneuver users in, so that while your enemy is busy looking at you, you can throw the bag so it falls open behind them and has a swarm of undead kung fu sneak attack cats come flying out of the bag to try and murder them with their surprise round and or 'you are flat footed because you were unaware of the cat swarm' thing. If you raise them as ghosts initially, they can even ignore most of the armor and shield bonuses that heavier armored targets will have. Or you could have a bag for both. Also you can fit more ghost cats in a bag of holding because they have no weight.

Calthropstu
2017-07-17, 01:16 AM
Well, if you're going for theurging things, I have to urge you to consider True Necromancer instead, since it gets actual class abilities across it's entire progression and is like, one of two or three beyond 10th level prestige classes that are non-epic progressions. You'll get free uses of things ranging from shenanigans to wail of the banshee, and that's in addition to spell progression on both of your caster classes.

Witch is some primo stuff, you'll never get the bestest hexes with so few levels of it, but you can get slumber, the king of hexes, and mix in some evil eyes or misfortunes or what have you before you drop save or dies on your target. Most importantly for your cheese, it has blood money as a spell. And Age Resistance and all that chain of spells for when your character is knocking around at elderlyness and doesn't want to suffer the physical ability score penalties but doesn't want to go undead yet either.

Oh, and curses. Witches got curses. But yeah, if you pick up craft wonderous item along the way somewhere, you can maybe even make your own bag of holding to keep your undead awakened cat army of maneuver users in, so that while your enemy is busy looking at you, you can throw the bag so it falls open behind them and has a swarm of undead kung fu sneak attack cats come flying out of the bag to try and murder them with their surprise round and or 'you are flat footed because you were unaware of the cat swarm' thing. If you raise them as ghosts initially, they can even ignore most of the armor and shield bonuses that heavier armored targets will have. Or you could have a bag for both. Also you can fit more ghost cats in a bag of holding because they have no weight.

... I think we have a winner. Witch/cleric true necromancer old cat lady animating cat ghost swarms.
Bonus points if you talk like the old cat lady from family guy.

Athear
2017-07-17, 05:33 PM
Okay yeah that would work.

abused some flaw cheese for more feats

Sagetim
2017-07-17, 11:47 PM
As mentioned in your other thread (by Psyren) the True Necromancer doesn't actually have full advancement for casting classes across all it's levels. It staggers progression at 1 an 2, and 6 and 7, so you wind up getting 12/14 progression across the prestige class, with your other 6 levels eaten by cleric and witch just to qualify. One alternate thing to do then is to just take it to 5 and go Mystic Theurge after that. You might not get as many class abilities, but you'll get more casting progression by the end of it, 3 + 4 + 9 = 16, and prestigious spellcaster can get at least one of those to 17, with practiced spell caster in both to fill out missing caster level progression (but not spell levels), so you wind up with an effective *necromancy caster level of 21, have create undead 1/day, level 8 rebuking/energy channel?

Anyway, if that's getting to be too much of a mess, you could go for the more Single Ability Dependent route and go Witch/Archivist/Mystic Theurge/Dread Witch. Since you're not going to be able to advance both classes to caster level 17 in this route, you might as well get some cheese out of heroes of horror, for a 3 + 10 + 3 + prestigious spellcaster on dread witch to get you up to level 17 for spells per day on one of your classes. It means leaving one of them in the doldrums at 13 though. But there's nothing in Dread Witch that says you have to advance your arcane casting with it, so you can use it to finish out archivist's casting and wind up with some fear shenanigans to go hand in hand with your bag of ghost cats, and oh, by the way the archivist can learn every divine spell ever. The main downside being that dread witch has a lot of charisma based abilities, but whatever, you're throwing bags of ghost cats at people, terrifying them should be pretty easy and fits the theme.

*edit, forgot to specify necromancy. Also, if you don't need the 9th level slots specifically, you could go full True Necromancer, use practiced spellcaster to fill in up to 4 missing caster levels (for caster level, not spell level and per day), and wind up with 3 base + 4 practiced + 12 true necromancer + 4 necromantic potency = 23 caster level for your necromancy spells, which would include your control limit for animated undead.

Edit again: Oh, and you can use a ring of telekinesis for bag delivery and deployment. Also, True Necromancer levels give full advancement on rebuking, so you can use that to your advantage to pump out stronger channel energies (winding up with channeling of a 17th level cleric). Furthermore, there's at least one feat in pathfinder that you can grab to get a +4 to your control limit on undead and effective channeling level when affecting undead with channeling (it's part of the undead lord archetype, but it's a feat, so...yeah). And when in doubt, steal a page out of the campaign journals here on Gitip and buy up cows, herd those cows to your target location, kill those cows with channeling (and damage your opponents too, ha) and then proceed to animate dead those cows back up as skeletons to stampede your enemies to death, while having all that meat that is either a) fresh and edible or b) can be used with purify food and water to make it fresh and edible. Sell the meat, turn a profit, and then do what you will with your stampede of skeleton cows. If you can't find pricing for cows, Oxen are pretty cheap as I recall.

Oh, and if you want to get just plain silly, you could set the cows up to keep a treadmill going to power a factory of some kind, as mindless undead they have no need to feed, sleep, or complain about how tired their hooves are. The GM might rule that their hooves will eventually wear down, but that's okay, this is when you buy new cows to animate as skeletons for meat again, to sell the meat, replace your cow skeletons, and keep the whole thing going. Your main problem is going to be when the commoners start asking questions like 'where is our electrical power coming from?' or 'man, that mill just never turns off, but why?'

Athear
2017-07-19, 12:45 AM
As mentioned in your other thread (by Psyren) the True Necromancer doesn't actually have full advancement for casting classes across all it's levels. It staggers progression at 1 an 2, and 6 and 7, so you wind up getting 12/14 progression across the prestige class, with your other 6 levels eaten by cleric and witch just to qualify. One alternate thing to do then is to just take it to 5 and go Mystic Theurge after that. You might not get as many class abilities, but you'll get more casting progression by the end of it, 3 + 4 + 9 = 16, and prestigious spellcaster can get at least one of those to 17, with practiced spell caster in both to fill out missing caster level progression (but not spell levels), so you wind up with an effective *necromancy caster level of 21, have create undead 1/day, level 8 rebuking/energy channel?

Anyway, if that's getting to be too much of a mess, you could go for the more Single Ability Dependent route and go Witch/Archivist/Mystic Theurge/Dread Witch. Since you're not going to be able to advance both classes to caster level 17 in this route, you might as well get some cheese out of heroes of horror, for a 3 + 10 + 3 + prestigious spellcaster on dread witch to get you up to level 17 for spells per day on one of your classes. It means leaving one of them in the doldrums at 13 though. But there's nothing in Dread Witch that says you have to advance your arcane casting with it, so you can use it to finish out archivist's casting and wind up with some fear shenanigans to go hand in hand with your bag of ghost cats, and oh, by the way the archivist can learn every divine spell ever. The main downside being that dread witch has a lot of charisma based abilities, but whatever, you're throwing bags of ghost cats at people, terrifying them should be pretty easy and fits the theme.

*edit, forgot to specify necromancy. Also, if you don't need the 9th level slots specifically, you could go full True Necromancer, use practiced spellcaster to fill in up to 4 missing caster levels (for caster level, not spell level and per day), and wind up with 3 base + 4 practiced + 12 true necromancer + 4 necromantic potency = 23 caster level for your necromancy spells, which would include your control limit for animated undead.

Edit again: Oh, and you can use a ring of telekinesis for bag delivery and deployment. Also, True Necromancer levels give full advancement on rebuking, so you can use that to your advantage to pump out stronger channel energies (winding up with channeling of a 17th level cleric). Furthermore, there's at least one feat in pathfinder that you can grab to get a +4 to your control limit on undead and effective channeling level when affecting undead with channeling (it's part of the undead lord archetype, but it's a feat, so...yeah). And when in doubt, steal a page out of the campaign journals here on Gitip and buy up cows, herd those cows to your target location, kill those cows with channeling (and damage your opponents too, ha) and then proceed to animate dead those cows back up as skeletons to stampede your enemies to death, while having all that meat that is either a) fresh and edible or b) can be used with purify food and water to make it fresh and edible. Sell the meat, turn a profit, and then do what you will with your stampede of skeleton cows. If you can't find pricing for cows, Oxen are pretty cheap as I recall.

Oh, and if you want to get just plain silly, you could set the cows up to keep a treadmill going to power a factory of some kind, as mindless undead they have no need to feed, sleep, or complain about how tired their hooves are. The GM might rule that their hooves will eventually wear down, but that's okay, this is when you buy new cows to animate as skeletons for meat again, to sell the meat, replace your cow skeletons, and keep the whole thing going. Your main problem is going to be when the commoners start asking questions like 'where is our electrical power coming from?' or 'man, that mill just never turns off, but why?'

SageTim I love this brand of cheeze also if the peasants start asking questions well they will just have to disappear in the night...

Sagetim
2017-07-19, 01:56 AM
I mean, yeah, but don't forget to look into using special materials and possibly the sacrifice rules from the book of vile darkness. Why? Just for more cheese. When you have enough money, invest in a Thinuan sacrifical dagger, for the +4 to knowlege religion checks when sacrificing blokes, and the whole 'trap their soul in the dagger' part too. Proceed to sacrifice people to your dark god for dark craft gold and xp, then turn around and use that dark craft gold and xp and soul to craft whatever magic items you need (souls are worth 10 xp for magic item crafting). If you're finding yourself with an abundance of souls from this process, use them to craft scrolls (also worth asking if you're using pathfinder rules for item creation, in which case you don't need to worry about dark craft xp, souls for xp, and so on). That doesn't mean you can't trade the souls for other stuff though, like regularly summoning a particular devil to be your soul accountant with hell or something.

Eisfalken
2017-07-19, 02:21 AM
Honestly, Dread Necromancer from 3.5 is probably a down-and-dirty easier path into necro-shenanigans. I'm sure other paths have more optimization, but you get an awful lot of necromancy utility right in that one class, all the way up to 20.

The basic class abilities are great. Rebuke/command, at-will negative damage (to heal undead or hurt enemies), loads of spell slots, and you automatically know all the spells you can cast of a given level (none of that fiddling around like sorcerers do). Halfway through you'd have better undead minions and a familiar (meaning you can grab Imp. Familiar to upgrade to an imp or something useful). The resistance to physical damage and stuff is just icing on the cake. Drawback is, you suck at melee like sorcerers and other full spellcasters tend to.

If you want, you can dip other full casting PrCs for tricks, and still be undead: get the necropolitan template from LM, get Craft Wondrous Item, and pick up the spellstiched template from Complete Arcane for yourself. Spellstiched isn't just for minions; you can use it on yourself if you're undead, giving you amazing abilities if you keep a high Wisdom score (so don't dump it).

You can gish this thing as normal (duskblade entry, with spellsword/ab-champ/EK to cap), but you lose out on a lot of your dread necro abilities doing so. If you want to be a "melee-mancer" though, this isn't a bad idea: you have so many good touch-cast direct damage spells, and you have a lot of spell slots you can blow on Arcane Strike or ab-champ abilities if you run into enemies that laugh at negative energy spells. And there's something powerful about the idea of a necromantic gish leading a private army of the dead and damned into battle. You can even call up some fiends with the planar binding spells, if you need that real boost of evil.

It's not the most earth-shattering optimized build, but I think you'd like the simplicity and forcefulness of dread necromancer, honestly. Doesn't take an encyclopedic knowledge of the game, only requires a few tricky feats and other options to really max out, and really does have all the flavor they've been trying to get with necromancers since 1st edition.

Athear
2017-07-19, 03:25 AM
I mean, yeah, but don't forget to look into using special materials and possibly the sacrifice rules from the book of vile darkness. Why? Just for more cheese. When you have enough money, invest in a Thinuan sacrifical dagger, for the +4 to knowlege religion checks when sacrificing blokes, and the whole 'trap their soul in the dagger' part too. Proceed to sacrifice people to your dark god for dark craft gold and xp, then turn around and use that dark craft gold and xp and soul to craft whatever magic items you need (souls are worth 10 xp for magic item crafting). If you're finding yourself with an abundance of souls from this process, use them to craft scrolls (also worth asking if you're using pathfinder rules for item creation, in which case you don't need to worry about dark craft xp, souls for xp, and so on). That doesn't mean you can't trade the souls for other stuff though, like regularly summoning a particular devil to be your soul accountant with hell or something.

Sagetim you are now officially my best friend on this site lol this is just getting disgusting.

Athear
2017-07-19, 03:28 AM
Honestly, Dread Necromancer from 3.5 is probably a down-and-dirty easier path into necro-shenanigans. I'm sure other paths have more optimization, but you get an awful lot of necromancy utility right in that one class, all the way up to 20.

The basic class abilities are great. Rebuke/command, at-will negative damage (to heal undead or hurt enemies), loads of spell slots, and you automatically know all the spells you can cast of a given level (none of that fiddling around like sorcerers do). Halfway through you'd have better undead minions and a familiar (meaning you can grab Imp. Familiar to upgrade to an imp or something useful). The resistance to physical damage and stuff is just icing on the cake. Drawback is, you suck at melee like sorcerers and other full spellcasters tend to.

If you want, you can dip other full casting PrCs for tricks, and still be undead: get the necropolitan template from LM, get Craft Wondrous Item, and pick up the spellstiched template from Complete Arcane for yourself. Spellstiched isn't just for minions; you can use it on yourself if you're undead, giving you amazing abilities if you keep a high Wisdom score (so don't dump it).

You can gish this thing as normal (duskblade entry, with spellsword/ab-champ/EK to cap), but you lose out on a lot of your dread necro abilities doing so. If you want to be a "melee-mancer" though, this isn't a bad idea: you have so many good touch-cast direct damage spells, and you have a lot of spell slots you can blow on Arcane Strike or ab-champ abilities if you run into enemies that laugh at negative energy spells. And there's something powerful about the idea of a necromantic gish leading a private army of the dead and damned into battle. You can even call up some fiends with the planar binding spells, if you need that real boost of evil.

It's not the most earth-shattering optimized build, but I think you'd like the simplicity and forcefulness of dread necromancer, honestly. Doesn't take an encyclopedic knowledge of the game, only requires a few tricky feats and other options to really max out, and really does have all the flavor they've been trying to get with necromancers since 1st edition.

As good as it is I prefer the versitility of the cleric and the witch gets some nice spells and hexes are well just mean. so I probably will stick with the cleric/witch/ true necromancer Our DM wants us to try to break his game this is a test for him so he wants too see the worst cheese people can come up with.

Calthropstu
2017-07-19, 06:47 AM
Bonus cheese: Give the character skill ranks in Craft: Cheese.

Sagetim
2017-07-19, 11:53 AM
for added cheese, if it hits epic level you can research a spell that creates life, then proceed to start generating your own true believers who are perfectly okay with you sacrificing them for more power. You can then proceed to limitlessly (if slowly) fuel even epic item crafting with little to no real cost, Or, you can start saving up your peoples until you hit a roll over point where their worship brings about your apotheosis and you ascend to divinity. You may not fight the gods with you bag full of ghost cats until they learn to accept the fact that you are also a god now and they better get used to it.

Athear
2017-07-31, 02:41 AM
Okay so my build so far.
Str: 17
Dex: 10
con: 17
Int: 20
wis: 21
cha: 20

cleric: 3
witch: 2


Skills
+10 appaise
+10 diplomacy
+06 fly
+10 heal
+10 Intimidate
+10 knowledge Arcana
+10 Knowledge history
+10 knowledge Nature
+10 knowledge planes
+10 knowledge religion
+09 sense motive
+09 spell craft
+09 UMD

(Un)death (the one that gives extra turning)/ decay domains

Feats: Tomb tainted soul (flaw), Mother cyst (flaw), corpse crafter (flaw), Undead leadership (flaw), vile leadership (flaw), spell focus necromancy or evocation (flaw), meta magic school focus, fell drain, energy substitution (cold)

Special abilities:
Darkvision 60ft, draconic heritage: wings or breath (still not sure), Aura, channel energy 1d6, domains, Orisons, cantrips, Hex, Patron spells (death), witches familiar, hex

Flaws: terrible tumbler, Loud, Haunting of the past, skinny dipper, fear of dogs.

Witches spells
lvl 0: arcane mark, Bleed, dancing lights, Daze, detect magic, detect poison, guidance, light, mending, message, putrify food and drink, read magic, resistance, stabilize, touch fatigue
Lvl 1: Blood money, burning hands, chill touch, deathwatch, Ill omen, obscuring mist, Ray of enfeeblement, ray of sickening, restore corpse, touch of combustion,


so if any one has edits or advice for changes let me know I was looking at the Utter cold necromancer. seems nice though I still will go true necromancer.

Maximum Carnage
2017-07-31, 03:55 PM
Okay so new cheez needed too this game will utilize All PF and All 3.5 books.
I wish to build the most broken cleric necromancer I can build.

Why?
Will that be fun for you?
Will that make the DM and the other players in your game have more fun?
Are you trying to literally break your campaign?

I've never understood these requests for ridiculous cheese builds.

Athear
2017-07-31, 10:08 PM
Why?
Will that be fun for you?
Will that make the DM and the other players in your game have more fun?
Are you trying to literally break your campaign?

I've never understood these requests for ridiculous cheese builds.

this was at the GM's request he wants to see whats the worst and most broken things the players a can throw at him. In his game we are meant to be neigh unkillable gods amoung men.
so yes I beleive it will make it more likeable for my gm.
and yes he wants us to literally break his game.
will this be more fun for me personally, not really actually trying to build the most OP build of my life has actually been stressful. I think it will be fun to play but the research and the hours and weeks of work onto of my regular gives has been stressful.
again this is a favour to a friend he wants to see the strongest and most over powered builds in the game.

Goaty14
2017-07-31, 10:14 PM
Okay so my build so far...
Skills
+06 fly


Pretty sure fly isn't a skill...

Athear
2017-08-01, 06:22 PM
Pretty sure fly isn't a skill...

It is in pathfinder.

Calthropstu
2017-08-02, 08:18 AM
It is in pathfinder.

Yeah, pathfinder discussions make a lot of 3.5 people go "huh?"
Fly as a skill was something pf did very right.

Athear
2017-08-27, 04:26 PM
there where some really nice D&D decay spells I saw for clerics and wizard/Sorcerers you have any Ideas what it might have been

Footman
2017-08-27, 04:57 PM
If you can throw in 1 Lvl from the Juju Oracle of Pathfinder in nets you this nice Revelation:

Spirit Vessels (Su): You can channel wendo spirits into lifeless bodies, reanimating them to aid you. When using the animate dead spell, you can control 6 HD worth of undead creatures per caster level rather than 4 HD. In addition, any zombies or juju zombies you create using animate dead, create undead, or similar spells possess maximum hit points.

You could go for the Walker in the Waste 3.5 Prestiege Class, later to become a Full blown Lich.
(If you want to be a Lich Necromancer, although the Fluff is very tied to the Desert, and the True Necromancer is probably better mechanically.)

I also advise the "Prestigious Spellcaster" Feat, from Pathfinder so you won't lose Spell progression.

The Blood Money Feat from Pathfinder has already been mentiond.

Sagetim
2017-08-27, 11:59 PM
Since someone already did the honors of the Thread Necromancy, I figure it's worth pointing out that the Fabricate spell (for the arcane list part of your spellcasting) is hilariously broken in 3.5. It might still be as broken in Pathfinder, but the end result is that if you follow the RAW on the spell, you can use it to triple the value of something (say, a pile of obsidian gems) by crafting them into a finely cut obsidian gem, then repeat the process again and again, each time tripling the value and making craft (jeweler) checks until you have enough obsidian in value, and ending with crafting a pile of obsidian dust or some kind of thin tree structure that you can break discretely valued chunks off for casting your animation spells.

I mean, someone else had a thread about abusing Fabricate for money (to make fund/make golems) so might as well mention it here for animating cat ghosts for your bag of holding.

Athear
2017-08-28, 01:34 AM
Since someone already did the honors of the Thread Necromancy, I figure it's worth pointing out that the Fabricate spell (for the arcane list part of your spellcasting) is hilariously broken in 3.5. It might still be as broken in Pathfinder, but the end result is that if you follow the RAW on the spell, you can use it to triple the value of something (say, a pile of obsidian gems) by crafting them into a finely cut obsidian gem, then repeat the process again and again, each time tripling the value and making craft (jeweler) checks until you have enough obsidian in value, and ending with crafting a pile of obsidian dust or some kind of thin tree structure that you can break discretely valued chunks off for casting your animation spells.

I mean, someone else had a thread about abusing Fabricate for money (to make fund/make golems) so might as well mention it here for animating cat ghosts for your bag of holding.

Lul thats awesome But I was looking more specifically at some of the disease/ decay themed spells that I could ask my DM about.