PDA

View Full Version : necromaster character help



haplot
2019-08-26, 09:27 AM
Looking to improve the following character if possible, and to ask a couple of questions after the description.

Using the following books: players handbook, Unearthed arcana, Libra mortis, necromancy book, coplete arcane

Human Cloistered cleric 3/wizard 3/ true necromaster 4
Str 10, dex 14, con 12, int 17, wis 17, cha 16
HD=7d6+3d4+10 Init +2 BAB +4 F/R/W = 9/7/18
Domains: ??bound, death, knowledge
School focus: necro

Flaw: Disfigured (-2 to all cha checks when dealing with the living)
Class features: Rebuke undead, summon familiar, scribe scroll, death touch(domain power), Knowledge mastery (domain), Graveborne(domain feature), necromancy prowess +1, Zone of descration, simple weapon prof, light armour prof, loremaster

Feats human: Augment undead (necromany book)
lvl 1: Corpsecrafter (libra mortis)
lvl 3: Bolster resistance (libris mortis)
lvl 6: empower undead (necromany book)
lvl 9: Animating touch (necromancy book)
bonus feat: black lore of Moir (complete arcane pg 76)

Equipment: Headband of int +4, Periapt of wis +4, Cloak of resist +3

rebukes as a lvl 8 cleric (push it to lvl 13)
caster level : cleric / wizard 6, divination 7, necro 8

Skills: Conc 10 ranks, Craft gems 6 ranks, craft calligraphy 5 ranks, Diplomacy 6 ranks, Decipher script 6 ranks, know arcana 10 ranks, know necro 10 ranks, know religion 10 ranks, search 5 ranks, sense motive (cc) 3 ranks (6points), spellcraft 10 ranks

Languages: Common, +5 languages

First off, is my maths correct?
Can this character be improved by some means?
And how many undead can this character control via any means, like command undead spell or using the rebuke undead ability?

(would put in spells but didnt want to wall of text it just yet :D)

liquidformat
2019-08-26, 11:02 AM
First and foremost the best thing you can do to make this a better character all around and more powerful is drop True Necromancer altogether it is a very bad prc.

In general take a look at this guide it has a lot of useful stuff: http://www.giantitp.com/forums/showthread.php?444597-The-Necromancer-Handbook

I would suggest either going wizard or cleric and maybe taking the other one as a cohort, you would probably be much better off doing that than trying to do both.

haplot
2019-08-26, 11:19 AM
the prc seems to be a buff. whats the problem with it?

Oberron
2019-08-26, 11:27 AM
the prc seems to be a buff. whats the problem with it?

Biggest part is loss of caster levels, you don't get anything majorly useful.

haplot
2019-08-26, 11:29 AM
ahh i see, will read the guides you very kindly linked

Many thanks

Psyren
2019-08-26, 11:49 AM
the prc seems to be a buff. whats the problem with it?

It's a common trap; the class table is so dense that it hides the fact that you're losing 2 caster levels on each side (starting right when you enter it), and that's not counting the casting you lost on the front end qualifying for it.

If you can talk your GM into letting you borrow the Prestigious Spellcaster feat from Pathfinder though, you should be able to patch it up and have a chance at hitting dual 9s.

ZamielVanWeber
2019-08-26, 12:30 PM
True Necromancer can be used but you pretty much need Illumian to do it and it is a lot of work as is.

For awesome necromancy consider Dragon Compendium's death master class. The somewhat narrow spell list is sad but you have a lot of necromantic goodness and an undead buddy.

liquidformat
2019-08-26, 12:54 PM
True Necromancer can be used but you pretty much need Illumian to do it and it is a lot of work as is.

For awesome necromancy consider Dragon Compendium's death master class. The somewhat narrow spell list is sad but you have a lot of necromantic goodness and an undead buddy.

Personally I would go with Dread Necromancer over Death Master, if nothing else focusing only on cha is quite powerful...

haplot
2019-08-26, 01:19 PM
The major problem is dread necromancer eventually turns the character into a lich from what i can understand.

I'm looking for an army of the dead type character, lots of suitable minions, without being undead themselves.

Havent got access to dragon compendium unfortunately

Psyren
2019-08-26, 01:21 PM
You can always stop short of that capstone and take a PrC or something. (Or go for Rainbow Servant cheese.)

haplot
2019-08-26, 01:22 PM
was kinda of hoping though for army of the dead though :)

StevenC21
2019-08-26, 01:23 PM
Just resurrect yourself?

ZamielVanWeber
2019-08-26, 01:30 PM
The major problem is dread necromancer eventually turns the character into a lich from what i can understand.

Death Master is not for you then. They become a lich at 20.

Edit: I am away from my notes but IIRC you can get into true necromancer with wizard 4/cleric 1 using alternate source spell or southern magician. You end up with wizard 9ths and clerics 8ths, both acquired at 20. Not the nastiest necromancer but a solid use of the PrC is you really want it.

haplot
2019-08-26, 01:34 PM
Death Master is not for you then. They become a lich at 20.

Yeah, was thinking that.

Hence why was going with true necromancer.

the link suggested either a straight cleric or a straight wizard

liquidformat
2019-08-26, 01:34 PM
Normally you would stop dread necromancer around level 8 and hop into prcs sand shaper and pale master are normally go to choices.

If you are going with cleric taking deathbound and undeath domains and go into bone knight at 6th level or 8th level if you are a cloistered cleric and then maybe something like walker in the waste as a capstone or any cleric prc that advances rebuke...

Either way you shouldn't have much of an issue with an army

ZamielVanWeber
2019-08-26, 01:39 PM
Yeah, was thinking that.

Hence why was going with true necromancer.

the link suggested either a straight cleric or a straight wizard

See my above edit about using true necromancer. Pale Master is a great necromancy PrC at a low cost and arcane just has a ton of undead spells. Master of Shrouds I can tell you from experience is great for that "horde of undead" feel.

haplot
2019-08-26, 02:01 PM
See my above edit about using true necromancer. Pale Master is a great necromancy PrC at a low cost and arcane just has a ton of undead spells. Master of Shrouds I can tell you from experience is great for that "horde of undead" feel.

Had a look at both the master of shrouds and pale master

The undead graft thing puts me off the master of shrouds, and with the pale master it strikes me more of a summoner undead class.

Was kinda hoping for undead that sticks around abit

And yes, the lack of caster level for the true necromancer can be a bit lacking

liquidformat
2019-08-26, 02:04 PM
Had a look at both the master of shrouds and pale master

The undead graft thing puts me off the master of shrouds, and with the pale master it strikes me more of a summoner undead class.

Was kinda hoping for undead that sticks around abit

And yes, the lack of caster level for the true necromancer can be a bit lacking

Going cleric into bone knight sounds like your best choice.

haplot
2019-08-26, 02:12 PM
Going cleric into bone knight sounds like your best choice.

The bone knight seems a bit martial to me

liquidformat
2019-08-26, 02:25 PM
The bone knight seems a bit martial to me

Sure it has a martial feel, however, with 9/10 cl full rebuke and some decent class features it is one of the better prc choices for a cleric looking for a horde of undead.

haplot
2019-08-26, 02:49 PM
There is of course the whole riding issue as well. Didnt really see this character riding

Hmm, will think on bone knight

haplot
2019-08-26, 05:49 PM
Just found out that bone knight is from the book five nations, which is an eberron book

The book is off the table unfortunately

Ryton
2019-08-26, 06:09 PM
If you're looking to command hordes of the undead (or some really, really big bruisers), Dread Necromancers pretty easily Animate/Control like triple the amount of undead that other classes can, thanks to their 8th level ability Undead Mastery, which makes their undead stronger than normal to boot. Important to note though is that the ability is calculated from your DN level, so prestiging out actually hurts your HD caps.

You mentioned not wanting to be undead yourself though, so to avoid that as a DN, just make sure you aren't humanoid by level 20, as Lich Transformation explicitly says non humanoids don't gain that class feature. A decent list of non-humanoid races and templates can be found here (http://minmaxforum.com/index.php?topic=181.0).

Gallowglass
2019-08-26, 06:14 PM
For all things "undead horde" you can't go wrong with checking out Kaveman's Cattle Driving Necromancer campaign journal. It is a masterclass in undead control for fun and profit

http://www.giantitp.com/forums/showthread.php?325177-Cattle-Driving-Necromancers-Bizarre-Campaign-Journal&highlight=undead+cowboys

Ramza00
2019-08-26, 06:26 PM
True Necromancer can be used but you pretty much need Illumian to do it and it is a lot of work as is.

I repeat this, if you can get Illumian as your race do that (Races of Destiny.) Illumian are an offshoot of humans where a magic ritual created a splinter race. They have floating magic runes they can turn on and off at will, but some of their abilities are stronger when the magic runes that float next to their head are on.

Every Illumian can have two magic runes and they have limited benefits but these benefits can be enhanced by feats. Well there is a feat called Improved Sigil Krau (Krau being one of the magic runes, Krau is their word for magic.) This feat allows you to treat two of your spells as having the heighten spell applied to them without modifying the spell level. Thus a 1st level spell is treated as a 2nd level spell and so on.

Pick 1 Divine Spell and 1 Arcane Spell and you can enter Mystic Theurge after X 2 / Y 1 (can't enter till after 3rd level due to skill requirements.)

True Necromancer is a trap but it is not that bad if you can enter it only being 1 level behind on X and 2 level behind on Y for you used an early entry method with Improved Sigil Krau to enter Mystic Theurge early.

Thus at 10th level a Cleric 2/Wizard 1/Mystic Theurge 2/True Necromancer 5 would cast as a Cleric 8 and Wizard 7.

Now True Necromancer lvl 6 and 7 stink for you lose 1 caster level again on both sides after 6 and 7, but at least with early entry True Necromancer is bearable instead of being insane with being behind 5 caster levels (3 from one side, 2 from true necromancer)

ShurikVch
2019-08-26, 07:13 PM
How about the Yathrinshee?
Yes, it's one more "theurge" PrC; and yes, it loses some CL; but it's Curse of the Revenancer can produce any number of Zombies...

Tedective
2019-08-27, 12:53 AM
Make them a wizard Necromancer with the Enhanced Undead variant (Unearthed Arcana) and Focused Specialist (Complete Mage / Arcane). Drop Evocation / Enchantment / Abjuration. Zombies can do the damage, nonintelligent undead are immune to every enchantment spell, and you know you do not care for anyone's defenses when there's 80 HD of monstrosities blocking the enemy's way. Besides, Teleport can get around Walls of Force. At level 5, take Spontaneous Divination (Complete Divine? / Champion?). If Pathfinder, continue as a Wizard. If not Pathfinder, go Pale Master (Libris Mortis) with 1 level of Tainted Sorcerer (Heroes of Horror).

Take as many flaws as your DM allows. They allow you to roleplay better and net you bonus feats, which get thrown at undead creation feats.

If your DM allows, do Sudden Maximize and Sudden Empower (Complete Mage / Arcane) on Animate Dead for 150% HP undead. These feats also combo nicely with Enervation / Ray of Enfeeblement / Vampiric Touch / Power Word: Pain (Enchantment!).

Leadership with a Sacred Necromancer, Dread Necromancer, Cleric, or Ur-Priest is suggested to allow for divine spells / spells you can't normally access. Sacred / Dread Necromancers with Scribe Scroll can get you plenty of extra spells known for yourself. Spell Compendium has a few very nice spells. Make sure your cohort is undead and that you made them undead so you can apply your undead creation feats. I like Sacred Necromancer because the resultant duo is basically Ghoulcaller Gisa and Stitcher Geralf from MtG.

Stitched Flesh Familiar is nice for two things. It allows you to have +4 HD of controlled undead through Animate Dead and Command Undead (Rebuke, whatever). It also makes your familiar undead, so you can apply the Spell-Stitched template from Monster Manual II (3.5) to your familiar, cohort, and cohort's familiar to double the amount of undead controlled. Thought Bottles mitigate the 10,000 EXP cost per creature efficiently Spell-Stitched (30,000ish total) to just 500 exp total.

Sacred Necromancers can get Tumor Familiars and then Spell-Stitched-Flesh them up with Self-Experimentation's Body Part Grafting (Tumor Familiar [Raven]) at level 7. That's level 9 for you, wherein you should heavily consider stitching up your own familiar.

Applying the Necropolitan template to yourself allows you to become a cheap-o lich to Spell-Stitch yourself. Get the level back with appropriate usage of a Thought Bottle.

Shadow Evocation (Contingent Spell [Create Undead]) is possible at level 18 (You just have to believe in your own illusion). Turn yourself into a self-crafted Greater Spell-Scribed, Spell-Stitched Mummy with a bonus feat from Graveborn Warrior, +8 Strength from Enhanced Undead and Corpsecrafter, +4 Dexterity from Corpsecrafter, and a total HP pool of 13+Cha times 18 (HD) times 1.5 with Sudden Maximize / Sudden Empower while dying in a pool of water affected by Blackwater Taint (Desecrate +1HP/HD, Corpsecrafter +2 HP/HD, Enhanced Undead +2 HP/HD). Then keep a permanent Shadow Evocation (Contingent Spell [Revive Undead]) on yourself in case you get offed. Spend a few dozen centuries on the negative energy plane and become an Evolved Undead (Libris Mortis) or cause an apocalypse and become a Corrupted Creature (Book of Vile Darkness).

By putting a +6 Periapt of Wisdom on a stitched-flesh familiar Raven, it gains the ability to Animate Dead without material components when you apply Spell-Stitched to it.. It can also cast some Conjuration spells like Resurrection and Restoration to eliminate negative levels from dying. The fun part about having your familiar cast Animate Dead is that it has its own HD limiter, so you've effectively doubled your undead cap. Let "Death and Taxes" borrow your Rod of Undead Mastery for even more command.

Familiar Training with Leadership means your Familiar gets its own cohort (and followers), who can have a familiar(s) and Familiar Training and Leadership and so on until you have another separate army of stitched ravens and their armies upon armies of undead (preferably undead raven swarms in the tens of thousands of HD).

Revive Undead allows you to control high HD undead for low HD costs. They just suck. Restoration cures negative levels even in undead without harming them, so your Spell-Stitched-Flesh Familiar(s) and Cohort aren't FUBAR'd when they come up all explodey.

Use a Thought Bottle to mitigate the exp cost of creating 135 scrolls of Blood Money for your followers with Leadership. Mobile Support Unit makes them all have an improved caster level by an amount equal to your Charisma; I have effectively 135 level 10 (11 if using Salt as an additional material component) wizards for 5400+ HD of skeletons. That's a Roman Legion and then some without accounting for the level 2 - 6 followers (who have their own undead monstrosities).

A pinch of Salt increases every necromancy spell cast with it by one caster level. That's 4 more HD of undead, 8 with a Rod of Undead Mastery.

Undead Leadership (Libris Mortis) might stack with Leadership, though I doubt you'd get an additional cohort.

Rod of Undead Mastery (Libris Mortis) doubles the HD limit of controlled undead for whoever holds it at the time of casting Animate Dead / Command Undead. Pass it around or buy copies. Never animate without it or you lose control.

Some Sacred Necromancers' intelligent undead are created as their alignment, so Lawful Good Skeleton Lords are possible.

The Reign Undead skill (Van Richten's Guide to the Walking Dead [3.0]) allows its user to have an unlimited amount of nonintelligent undead bound to him, it just takes insane skill checks and months of training. You also get skeleton butlers. Butlers are nice and give roleplay exp.

Some Corpsecrafter feats (Libris Mortis) are must haves. Destruction Retribution is fun.

Fabricate + Blood Money + High Knowledges / Crafting can get you corpses of monsters not normally allowed.
Stoneshape + Stone to Flesh can get you corpses of monsters not normally allowed.
Stone to Flesh can feed otherwise ravenous ghouls and make mining (tunneling out a dungeon) operations quite profitable.

Get a Bag of Holding Type IV for corpses. Never let any corpses go to waste. Never. Not even undead corpses (if you have any, considering Destruction Retribution explodes them).

Necrocrafts are fun. Make a squad of buffed, flying frankensteins and then Animate Object their corpses for more CP modifications.

Drop True Necromancer. Your cohort's cohort is a better necromancer than a True Necromancer. Divine spells are largely overrated and simply getting a cohort will pay off more.

The more casters you stack in your party, the more undead you have. Cohorts, followers, and spell-stitched stitched-flesh familiars can get you thousands. This isn't even mentioning other casters. If your party has another wizard / sorcerer, make sure they pick up Animate Dead and Blood Money.

Blackwater Taint (Stormwrack) is Desecrate for Wizards, but also a 6th level spell. But it's arcane!

Huge Fast Zombies modified with Corpsecrafter / Enhanced Undead can wrestle anything. Get a scythe for coup de graves.

Flesh Golems can trick dumb enemies into burning their cure spells / turn attempts on automatons. Use Blood Money + Fabricate to create Flesh Golem materials for free. Craft Poppet lets you skip right to Craft Construct and save a feat while making more expendable puppets. Mobile Support Unit allows your followers to crank out golems by the day. Just Blood Money + Fabricate up the necessary resources.

Energy Transformation Field (Spell Compendium) + Rary's Arcane Conversion + a skeleton constantly clicking an Immovable Rod = Infinite 3rd level spells (Lesser Animate Dead / Blood Money) for whoever sits in a predesignated space.

Haunt Scavenger feat + Create Undead (shadows) = free onyx substitution material; you just have to kill and jar shadow goop. It comes in increments of 50gp per CR of the monster. Do try not to calculate exp from these player-made encounters; the DM would then start making the created shadows... craftier. It could get bad for your city / fortress / party / self.

Call demons / devils and then kill them for exp and corpses. Or just use Stoneshape + Stone to Flesh to create your own sculpted Baalor Zombies.

Fabricate + Divine Insight (Spell Compendium) + 1 Rank in every useful Craft + Spontaneous Divination (Complete Divine?) Level 5 wizard substitution feat variant + Blood Money = Free masterwork weapons and armor for your many thousands of undead.

Graveborn Warrior (Dragon Magazine #312) makes all undead you create gain an additional feat. Use this with your cohort and familiar(s) for extra crafting / undead feats.

Charnel Soldiers makes undead you animate (and / or control) gain a teamwork feat you possess. Transferring control between you to your cohort gives them very teamwork-related undead if you both possess two distinct teamwork feats. Stealth Synergy makes 20 skeletons very stealthy. Statistically speaking, one of them is going to roll a 20; that means all of them are going to roll a 20.

Undead Lord Clerics can have a Corpse Companion (A completely loyal Skeleton / Zombie.) Cast Vile Death or Awaken Undead (Spell Compendium) to give it sentience (or animate a wizard with the Skeletal Mage template) and get it a Familiar to Spell-Stitch. No feat required here, but you're a Cleric so you auto-lose.

Total gold invested: 51,000 GP (Thought Bottle, Periapt of Wisdom +6, Bag of Holding IV, Rod of Undead Mastery, 3 Spell-Stitched Undead)
Total exp invested: 500.
Total feats invested: Two. Leadership, Stitched-Flesh Familiar. Everything else is optional, though definitely take a look at Spontaneous Divination. It gives you ALL DIVINATION SPELLS SPONTANEOUSLY.
Corpsecrafter, Destruction Retribution, Graveborn Warrior, Charnel Soldiers, Stealth Synergy, Craft Poppet, Craft Construct, Sudden Maximize, and Sudden Empower are mentioned.
Total undead accrued: 6,000 to Infinite.
Total gold accrued: Irrelevant.
Total exp accrued, you monster: Infinite.

Congratulations, D&D has been turned into an infinite resource management game and you are the roller coaster tycoon savant.

I want to get off Mister Bones' Wild Ride.

haplot
2019-08-29, 12:44 PM
thank you for all your input.

you all put in a lot of time, effort and thought into your replies.

decided to go cloistered cleric 2/wiz 1/Mystic theurge 2/true necro 5 race of illumian
str 10, dex14, con 12, int 17, wis 17, cha 16
sigils of vaul and krau
languages common illumian, +8 languages
flaws: disfigured and inattentive

bab total +4 base f/r/w saves of 1/1/12
3 domains: knowledge, gravebound and death

feats: spell focus (necro), corpsecrafter, augment undead, stitched flesh familiar, undead leadership, black lore of moir

Specials: school focus (necro), scribe scroll, rebuke undead, create undeaed 2/day, necromantic prowess +1, zone of descration, simple wpn prof, light armor prof

skills ranks: decipher script 5, speak language 5, know arcana 10, know religion 10, know necro 10, conc 13, craft wpn 2, craft arm 2, craft tailor 2, craft gem 2, craft calligraphy 2, spellcraft 13, search 9

spells /day wizard lvl 0 =4 +1 necro, lvl 1: 6+1necro, lvl 2: 5+1 necro, lvl 3: 4+1 necro, lvl 4:3+1 necro
lvl 5:2+1 necro

cleric:lvl 0: 6+1 necro, lvl 1: 6+1 necro+domain, lvl 2: 5+1 necro + domain, lvl 3:4+1 necro+ domain
lvl 4: 3+1 necro+domain, lvl 5:2+1 necro+domain

Caster lvls is cleric 10/wiz 9 divination and necro at cleric 11/wiz 10, turning i believe as a lvl 7 cleric (could be wrong on that score)


any chance of a maths check please? make sure that ive worked things out correctly.
And how many HD of undead can be controlled at one time (with and without rebuke) please.

Many thanks for putting up with me :smallsmile:

Equipment +4 periapt of wis, +4 headband of int, +3cloak of resist

Ryton
2019-08-29, 04:52 PM
First thing I've noticed is you seem to have the wrong number of spells per day. Your caster levels may be Cler/Wiz 10/9, but your spells per day are a bit lower.

It looks like you should have the spells/day of an 8th level cleric (down one for the wizard level, one for the first level of TN), and a 7th level wizard (down 2 from the cleric levels, one from the second level of TN).
As for undead HD, if your necromancy CLs are 11/10, then your Animate Dead is looking like 44+40. TN stacks with cleric for Turning, so your rebuke is another 7 HD, giving you a total of 88 (95 with rebuke).

For comparison, a 10th level Dread Necro starting with that 16 Cha and a +4 Cha item is at 100 HD (110 with rebuke), so you're actually pretty close in that regard.

Also, if you haven't locked down a deity yet, I strongly recommend Wee Jas, as in addition to Wee Jas being right up the alley of a a character like this, Complete Champion has a special holy symbol, the Ruby Skull of Wee Jas that increases your CL for necromancy and Death domain spells by 1, and it costs like 100gp.

haplot
2019-08-29, 04:56 PM
Thanks for getting back to me with the maths check

By the time i got to number of spells per day my head was hurting :smallsmile:

Thank you as well for the number of HD i can command.

Much appreciated

haplot
2019-08-29, 11:11 PM
out of curiosity why am i getting spells / day of a cleric 8/wizard 7?
cleric lvls 2+mystic theurge 2+true necromancer 4 lvls (one down from true necromancer 5). doesnt the sigils from being a illumian count as well? to make it up to 10? or is the +2 levels just for effective caster level?

Ryton
2019-08-29, 11:43 PM
out of curiosity why am i getting spells / day of a cleric 8/wizard 7?
cleric lvls 2+mystic theurge 2+true necromancer 4 lvls (one down from true necromancer 5). doesnt the sigils from being a illumian count as well? to make it up to 10? or is the +2 levels just for effective caster level?

Yeah, the bonuses are just to effective caster level. It gets worse though, because next level (TN 6) you'll miss out on another cleric level, and then another wizard level at TN 7. That will be your last lost level, but it's enough to keep you from getting 9th level spells as a cleric until you're 20th level, and you won't ever get 9ths for wizard.

It's why even with Illumian cheese for Mystic Theurge early entry, TN is often advised against on these forums.

haplot
2019-08-30, 02:02 AM
Ah rightie. thought as much

One of the other players was convinced it added to spells /day, hence the question. their point is unless the char gets higher spell level slots, it wont be able to get into mystic theurge

ZamielVanWeber
2019-08-30, 10:14 AM
You need the feat Improved Sigil (Krau). That will give you the higher level spells you need to get into mystic theurge.

While TN will cut down your casting a lot, dpending on your group's build level it may work out just fine. Losing that much casting can be exceedingly frustrating.

Wizard 2/Cloistered Cleric 1/MT 2/TN 14/MT 1 will cost you 4 cleric casting and 3 wizard casting. You won't get double 9ths but you will 8ths at 19th for cleric (which is a little something). Take the death and deathbound domains (you will need to worship Afflux, a cause, or a custom god).You will be generally effective and picking powerful large/medium dudes that will get buffs from corpse crafter and your aura of desecration means you will have some very meaty meat shields.

haplot
2019-08-30, 10:47 AM
Will look into that feat now

thank you for getting back to me

haplot
2019-08-30, 11:13 AM
Improved sigil krau increases spells by 1 spell level, but doesnt actually seem to grant the ability to cast higher level spells than what ya able to cast as outlined on the spells / day for either the wizard or the cleric.

edit: ahh didnt read the bit about it not effecting spell slot my bad

ZamielVanWeber
2019-08-30, 11:23 AM
Yup. End result is you can now cast 2nd level spells out of 1st level slots. Note that one boost must gone to wizard and cleric respectively and must go to a 1st level spell with a verbal component.

Ramza00
2019-08-30, 11:38 AM
Take the death and deathbound domains (you will need to worship Afflux, a cause, or a custom god). You will be generally effective and picking powerful large/medium dudes that will get buffs from corpse crafter and your aura of desecration means you will have some very meaty meat shields.

If the OP has access to the Planar Handbook there is a feat called Planar Touchstone. Available for free here. http://archive.wizards.com/default.asp?x=dnd/ex/20040706a&page=2

Well Planar Touchstone allows you to create a connection with a Planar Site. We want the Catalogues of Enlightenment for it allows us to get a Domain Granted Power from a Domain. Now you can get the Deathbound domain even if your Deity does not offer it.

-----

Alternatively Power of Faerūn has the feat Heretic of the Faith. You still worship your Deity but you can swap one domain for another but you have to have a roleplaying reason how your new domain somehow makes sense to worshiping your deity. Once again this book may not be available to the OP.

haplot
2019-08-30, 12:32 PM
Many thanks for all your input, it is very much appreciated.

Still got player saying that the power sigil krau affects spells / day, not just caster level .... oh well