Wolfem
2017-08-30, 01:39 PM
Let me start off by saying I have only been playing D&D for a little over a year and have only been playing 3.5 so far. I greatly enjoy the info and ideas that are posted on these forums and they have helped me to better myself as a player. That being said I wanted to seek some advise on a character I have been trying to play in a new campaign with little success.
Basic Campaign Info
Version: D&D 3.5 (Most official 3.5 sources are allowed, but I will have to check with my DM as he doesn't like to much cheese).
Setting: Forgotten Realms, Evil Campaign, Joining as new members of the Zhentarim.
Variants: DM requires Fractional BAB/Saves be used if multiclassing. Flaws are allowed.
Players: Currently only 2, however the DM has provided "Helpers" that are NPC's we can pick from to come with us and that we control.
Style: Each session has a mission that is given to us by the Zhentarim. We are located in a small merchant town and are trying to replace the current ruling powers to take the town as our own. Each mission has certain provisions provided (example: gold to buy traps, potions, other equipment, etc.) and we can pick to bring along 1 or more of the NPC's the DM has create. Each NPC has their own skills, strength, weaknesses. Beyond that the DM gives us the freedom to determine how we want to approach the mission to complete it.
Character Build
The other PC in this campaign is playing a Medium Monstrous Humanoid (Shapechanger) with 4HD, so he doesn't get his first class level until level 5 (which we just hit at the end of our last session). That PC took Rogue as their first class level. The NPC characters are a Bard, a Ranger/Rogue, and a Fighter/Sorcerer.
I started this campaign wanting to play as a Necromancer of sort. I wanted to be able to help with some off-healing if needed for the rest of the party but was focusing on negative energy and undead minions. So far we have had 3 sessions and this character has died twice already. The issue is, I had formed a backstory for this character involving the death of a loved one, his attempt to receive help from the local church and being turned down to bring her back, and his downward spiral to find the means to do it himself.
At the start of the campaign we had established I already had a skeleton that was following me around at a distance that I had no direct control over. This was my dead loved one, who became this after my failed attempt to resurrect her myself (think Full Metal Alchemist). Through studying the character gets into Necromancy in hopes on controlling the skeleton and at a later time resurrect his loved one. Given all that I have listed the build design that I was trying to use for this and seek advise since I clearly am not thinking this through very well; having had the character die twice already.
Note: When the character died the first session our DM advised I could roll a new character or make a copy of the original with simple changes and a new name. I choose to stick with the current build but he has died again in the 3rd session and I have been given the choose again. I really want to keep the basic backstory and goal of the character but still want to be useful to the party for off-healing if needed.
Rex Ossium
NE Human Cleric 2/Wizard 1/Cleric +1/Mystic Theurge 2/True Necromancer 14
Build/Ability Scores
Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features
1st
Cleric 1
+0
+2
+0
+2
Concentration (4), Intimidate (4cc), Knowledge (Arcana) (4), Knowledge (Religion) (4), Knowledge (The Planes) (4), Spellcraft (4)
Extend Spell, Extra Turning, Spell Focus (Necromancy)
Rebuke Undead, Domains (Death, Evil), Flaw (Feeble)
2nd
Cleric 2
+1
+3
+0
+3
Concentration (5), Intimidate (5cc), Knowledge (Arcana) (5), Knowledge (Religion) (5), Knowledge (The Planes) (5), Spellcraft (5)
-
-
3rd
Wizard 1
+2
+3
+1
+3
Concentration (6), Intimidate (6cc), Knowledge (Arcana) (6), Knowledge (Religion) (6), Knowledge (The Planes) (6), Spellcraft (6)
Precocious Apprentice (Kelgore's Grave Mist)
Summon Familiar, Scribe Scroll
4th
Cleric 3
+2
+3
+1
+4
Concentration (7), Intimidate (7cc), Knowledge (Arcana) (7), Knowledge (Religion) (7), Knowledge (The Planes) (5), Spellcraft (7)
-
-
5th
Mystic Theurge 1
+3
+4
+1
+4
Concentration (8), Intimidate (8cc), Knowledge (Arcana) (8), Knowledge (Religion) (8), Sense Motive (1), Spellcraft (8)
-
+1 level of existing Arcane & Divine spellcasting
6th
Mystic Theurge 1
+3
+4
+2
+5
Concentration (9), Intimidate (9cc), Knowledge (Arcana) (9), Knowledge (Religion) (9), Sense Motive (2), Spellcraft (9)
Persist Spell
+1 level of existing Arcane & Divine spellcasting
7th
True Necromancer 1
+4
+4
+2
+5
Concentration (10), Intimidate (10cc), Knowledge (Arcana) (10), Knowledge (Religion) (10), Sense Motive (2(1cc)), Spellcraft (10)
-
Rebuke Undead (stacks with Cleric)
8th
True Necromancer 2
+4
+5
+2
+6
Concentration (11), Intimidate (11cc), Knowledge (Arcana) (11), Knowledge (Religion) (11), Sense Motive (2(2cc)), Spellcraft (11)
-
Create Undead 1/day
9th
True Necromancer 3
+5
+5
+3
+6
Concentration (12), Intimidate (12cc), Knowledge (Arcana) (12), Knowledge (Religion) (12), Sense Motive (2(3cc)), Spellcraft (12)
DMM (Persist Spell)
Necromantic Prowess (+1)
10th
True Necromancer 4
+5
+5
+3
+7
Concentration (13), Intimidate (13cc), Knowledge (Arcana) (13), Knowledge (Religion) (13), Sense Motive (2(4cc)), Spellcraft (13)
-
Zone of Desecration
11th
True Necromancer 5
+6/+1
+6
+3
+7
Concentration (14), Intimidate (14cc), Knowledge (Arcana) (14), Knowledge (Religion) (14), Sense Motive (2(5cc)), Spellcraft (14)
-
Create Undead 2/day
12th
True Necromancer 6
+6/+1
+6
+4
+8
Concentration (15), Intimidate (15cc), Knowledge (Arcana) (15), Knowledge (Religion) (15), Sense Motive (2(7cc)), Spellcraft (15)
Corpsecrafter
Necromantic Prowess (+2)
13th
True Necromancer 7
+7/+2
+6
+4
+8
Concentration (16), Intimidate (16cc), Knowledge (Arcana) (16), Knowledge (Religion) (16), Sense Motive (2(9cc)), Spellcraft (16)
-
Major Desecration
14th
True Necromancer 8
+7/+2
+7
+4
+9
Concentration (17), Intimidate (17cc), Knowledge (Arcana) (17), Knowledge (Religion) (17), Sense Motive (2(11cc)), Spellcraft (17)
-
Create Greater Undead 1/day
15th
True Necromancer 9
+8/+3
+7
+5
+9
Concentration (18), Intimidate (18cc), Knowledge (Arcana) (18), Knowledge (Religion) (18), Sense Motive (2(13cc)), Spellcraft (18)
Destruction Retribution
Necromantic Prowess (+3)
16th
True Necromancer 10
+8/+3
+7
+5
+10
Concentration (19), Intimidate (19cc), Knowledge (Arcana) (19), Knowledge (Religion) (19), Sense Motive (2(15cc)), Spellcraft (19)
-
Horrid Wilting
17th
True Necromancer 11
+9/+4
+8
+5
+10
Concentration (20), Intimidate (20cc), Knowledge (Arcana) (20), Knowledge (Religion) (20), Sense Motive (2(17cc)), Spellcraft (20)
-
Create Greater Undead 2/day
18th
True Necromancer 12
+9/+4
+8
+6
+11
Concentration (21), Intimidate (21cc), Knowledge (Arcana) (21), Knowledge (Religion) (21), Sense Motive (2(19cc)), Spellcraft (21)
Craft Wondrous Item
Necromantic Prowess (+4)
19th
True Necromancer 13
+10/+5
+8
+6
+11
Concentration (22), Intimidate (22cc), Knowledge (Arcana) (22), Knowledge (Religion) (22), Sense Motive (2(21cc)), Spellcraft (22)
-
Energy Drain
20th
True Necromancer 14
+10/+5
+9
+6
+12
Concentration (23), Intimidate (23cc), Knowledge (Arcana) (23), Knowledge (Religion) (23), Sense Motive (2(23cc)), Spellcraft (23)
-
Wail of the Banshee
Ability
Base
Levels
Total
Modifier
STR
12
12
+1
DEX
10
10
+0
CON
14
14
+2
INT
16
+2
18
+4
WIS
16
+3
19
+4
CHA
12
12
+1
This character will now be starting at level 5 since we just reached that level at the end of our last session.
Any suggestions would be greatly appreciated!
Basic Campaign Info
Version: D&D 3.5 (Most official 3.5 sources are allowed, but I will have to check with my DM as he doesn't like to much cheese).
Setting: Forgotten Realms, Evil Campaign, Joining as new members of the Zhentarim.
Variants: DM requires Fractional BAB/Saves be used if multiclassing. Flaws are allowed.
Players: Currently only 2, however the DM has provided "Helpers" that are NPC's we can pick from to come with us and that we control.
Style: Each session has a mission that is given to us by the Zhentarim. We are located in a small merchant town and are trying to replace the current ruling powers to take the town as our own. Each mission has certain provisions provided (example: gold to buy traps, potions, other equipment, etc.) and we can pick to bring along 1 or more of the NPC's the DM has create. Each NPC has their own skills, strength, weaknesses. Beyond that the DM gives us the freedom to determine how we want to approach the mission to complete it.
Character Build
The other PC in this campaign is playing a Medium Monstrous Humanoid (Shapechanger) with 4HD, so he doesn't get his first class level until level 5 (which we just hit at the end of our last session). That PC took Rogue as their first class level. The NPC characters are a Bard, a Ranger/Rogue, and a Fighter/Sorcerer.
I started this campaign wanting to play as a Necromancer of sort. I wanted to be able to help with some off-healing if needed for the rest of the party but was focusing on negative energy and undead minions. So far we have had 3 sessions and this character has died twice already. The issue is, I had formed a backstory for this character involving the death of a loved one, his attempt to receive help from the local church and being turned down to bring her back, and his downward spiral to find the means to do it himself.
At the start of the campaign we had established I already had a skeleton that was following me around at a distance that I had no direct control over. This was my dead loved one, who became this after my failed attempt to resurrect her myself (think Full Metal Alchemist). Through studying the character gets into Necromancy in hopes on controlling the skeleton and at a later time resurrect his loved one. Given all that I have listed the build design that I was trying to use for this and seek advise since I clearly am not thinking this through very well; having had the character die twice already.
Note: When the character died the first session our DM advised I could roll a new character or make a copy of the original with simple changes and a new name. I choose to stick with the current build but he has died again in the 3rd session and I have been given the choose again. I really want to keep the basic backstory and goal of the character but still want to be useful to the party for off-healing if needed.
Rex Ossium
NE Human Cleric 2/Wizard 1/Cleric +1/Mystic Theurge 2/True Necromancer 14
Build/Ability Scores
Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features
1st
Cleric 1
+0
+2
+0
+2
Concentration (4), Intimidate (4cc), Knowledge (Arcana) (4), Knowledge (Religion) (4), Knowledge (The Planes) (4), Spellcraft (4)
Extend Spell, Extra Turning, Spell Focus (Necromancy)
Rebuke Undead, Domains (Death, Evil), Flaw (Feeble)
2nd
Cleric 2
+1
+3
+0
+3
Concentration (5), Intimidate (5cc), Knowledge (Arcana) (5), Knowledge (Religion) (5), Knowledge (The Planes) (5), Spellcraft (5)
-
-
3rd
Wizard 1
+2
+3
+1
+3
Concentration (6), Intimidate (6cc), Knowledge (Arcana) (6), Knowledge (Religion) (6), Knowledge (The Planes) (6), Spellcraft (6)
Precocious Apprentice (Kelgore's Grave Mist)
Summon Familiar, Scribe Scroll
4th
Cleric 3
+2
+3
+1
+4
Concentration (7), Intimidate (7cc), Knowledge (Arcana) (7), Knowledge (Religion) (7), Knowledge (The Planes) (5), Spellcraft (7)
-
-
5th
Mystic Theurge 1
+3
+4
+1
+4
Concentration (8), Intimidate (8cc), Knowledge (Arcana) (8), Knowledge (Religion) (8), Sense Motive (1), Spellcraft (8)
-
+1 level of existing Arcane & Divine spellcasting
6th
Mystic Theurge 1
+3
+4
+2
+5
Concentration (9), Intimidate (9cc), Knowledge (Arcana) (9), Knowledge (Religion) (9), Sense Motive (2), Spellcraft (9)
Persist Spell
+1 level of existing Arcane & Divine spellcasting
7th
True Necromancer 1
+4
+4
+2
+5
Concentration (10), Intimidate (10cc), Knowledge (Arcana) (10), Knowledge (Religion) (10), Sense Motive (2(1cc)), Spellcraft (10)
-
Rebuke Undead (stacks with Cleric)
8th
True Necromancer 2
+4
+5
+2
+6
Concentration (11), Intimidate (11cc), Knowledge (Arcana) (11), Knowledge (Religion) (11), Sense Motive (2(2cc)), Spellcraft (11)
-
Create Undead 1/day
9th
True Necromancer 3
+5
+5
+3
+6
Concentration (12), Intimidate (12cc), Knowledge (Arcana) (12), Knowledge (Religion) (12), Sense Motive (2(3cc)), Spellcraft (12)
DMM (Persist Spell)
Necromantic Prowess (+1)
10th
True Necromancer 4
+5
+5
+3
+7
Concentration (13), Intimidate (13cc), Knowledge (Arcana) (13), Knowledge (Religion) (13), Sense Motive (2(4cc)), Spellcraft (13)
-
Zone of Desecration
11th
True Necromancer 5
+6/+1
+6
+3
+7
Concentration (14), Intimidate (14cc), Knowledge (Arcana) (14), Knowledge (Religion) (14), Sense Motive (2(5cc)), Spellcraft (14)
-
Create Undead 2/day
12th
True Necromancer 6
+6/+1
+6
+4
+8
Concentration (15), Intimidate (15cc), Knowledge (Arcana) (15), Knowledge (Religion) (15), Sense Motive (2(7cc)), Spellcraft (15)
Corpsecrafter
Necromantic Prowess (+2)
13th
True Necromancer 7
+7/+2
+6
+4
+8
Concentration (16), Intimidate (16cc), Knowledge (Arcana) (16), Knowledge (Religion) (16), Sense Motive (2(9cc)), Spellcraft (16)
-
Major Desecration
14th
True Necromancer 8
+7/+2
+7
+4
+9
Concentration (17), Intimidate (17cc), Knowledge (Arcana) (17), Knowledge (Religion) (17), Sense Motive (2(11cc)), Spellcraft (17)
-
Create Greater Undead 1/day
15th
True Necromancer 9
+8/+3
+7
+5
+9
Concentration (18), Intimidate (18cc), Knowledge (Arcana) (18), Knowledge (Religion) (18), Sense Motive (2(13cc)), Spellcraft (18)
Destruction Retribution
Necromantic Prowess (+3)
16th
True Necromancer 10
+8/+3
+7
+5
+10
Concentration (19), Intimidate (19cc), Knowledge (Arcana) (19), Knowledge (Religion) (19), Sense Motive (2(15cc)), Spellcraft (19)
-
Horrid Wilting
17th
True Necromancer 11
+9/+4
+8
+5
+10
Concentration (20), Intimidate (20cc), Knowledge (Arcana) (20), Knowledge (Religion) (20), Sense Motive (2(17cc)), Spellcraft (20)
-
Create Greater Undead 2/day
18th
True Necromancer 12
+9/+4
+8
+6
+11
Concentration (21), Intimidate (21cc), Knowledge (Arcana) (21), Knowledge (Religion) (21), Sense Motive (2(19cc)), Spellcraft (21)
Craft Wondrous Item
Necromantic Prowess (+4)
19th
True Necromancer 13
+10/+5
+8
+6
+11
Concentration (22), Intimidate (22cc), Knowledge (Arcana) (22), Knowledge (Religion) (22), Sense Motive (2(21cc)), Spellcraft (22)
-
Energy Drain
20th
True Necromancer 14
+10/+5
+9
+6
+12
Concentration (23), Intimidate (23cc), Knowledge (Arcana) (23), Knowledge (Religion) (23), Sense Motive (2(23cc)), Spellcraft (23)
-
Wail of the Banshee
Ability
Base
Levels
Total
Modifier
STR
12
12
+1
DEX
10
10
+0
CON
14
14
+2
INT
16
+2
18
+4
WIS
16
+3
19
+4
CHA
12
12
+1
This character will now be starting at level 5 since we just reached that level at the end of our last session.
Any suggestions would be greatly appreciated!