Entry number 8
Originally Posted by Paityr
Stub: True Neutral Naenhoon Illumian (to necropolitan to spellstiched necropolitan) spellthief 1/dread necromancer 1/rainbow servant 10/uncanny trickster 2/hordestealer 6
SpoilerShowStr 8 con 8 dex 12 wis 10 int 18 cha 16 32 pb. Increase wis at 4 8 12, cha at 16 20
Sharing is caring. In Soviet Russia.
Paityr was born on the streets, or at least he assumed he was. Someone left him on the doorstep of a library, sigils circling his head. The librarians were rather unsure what to do with him so they gave him to a church, who kept him more or less sequestered in a tiny cell as he grew. He lived in abject poverty while he watched the priests grow fat on their largess. No one knew what the symbols meant and thought him cursed. He didnít either, and he might have agreed with them if he had cared.
He took to the tomes the churched owned with a feverish intensity, devouring the written word. He was reading before he walked if you believed the clerics. At a very early age he would sneak out and sneak into the library, and he went to their modest stacks in no time. His memory was excellent if his body was frail, and soon he was left alone with nothing to take his time. He spent his time on the streets and learned the value of gold, and more importantly the value of magic. And how to get it for himself, and anyone else who deserved it.
With his keen eye he quickly saw that even most precious gems were worth a fraction of a simple bit of magic. A successful craftsman might earn a small handful of gold in a year, but a lone potion of the most moderate magic easily tripled that. And was much easier to hide. Magic was the key to wealth. It was no coincidence he never saw a poor wizard. It wasnít right. It wasnít fair. Why couldnít everyone enjoy the comforts of wealth. It seemed so easy.
He tried talking to the other urchins and pickpockets, but most were superstitious of his sigils. Even though he could with effort suppress them, they were a distraction. No one would talk to him, or try to listen. No matter how much wealth he spread around. It was like that tiny cell at the church. He would have to make what changes he could. And he really wanted someone to talk to about it.
Then one day he decided to attempt to rob an apprentice wizard, and something marvelous happened. He not only managed to knock him out and steal some potions, he somehow stole magic. It wasnít much, just a little dart of energy, but he took it and used it. The world seemed very much open to possibility now. He would have told someone how great it was, but unfortunately, no one wanted to talk to him. And no one seemed to believe them when he could get someone, despite gold or silver changing hands. He really needed someone else to talk to.
He developed his special brand of thievery a bit, and poured his funds, that he didnít spread around, into books. Knowledge was one of his only solaces. He read anything he could find, especially about magic. One lucky find from a travelling peddler was a book describing the results of necromancy. The book told of the awfulness of it all, but Paityr thought, doesnít seem so bad. So no one liked necromancers. Well no one liked him, and drudge work being able to be done indefinitely by a free worker could only enrich everyones lives. As long as you were responsible, it was like any other knowledge; a power, a tool, but the use determined its moral or ethical value. It also seemed pretty easy if he put his mind too it.
After a significant amount of trial and error, he got the knack of it. You just had to think about it in the right way, then follow your gut. Or your head. Or the trail of guts in the alley, you could probably do something with that. He spent his time hanging around graveyards and crypts, testing his newfound powers out. He had many close calls, but finally he managed to make a friend. He called him Ivan.
Ivan was a good listener. Sure he smelled a bit, and parts of him had a habit of falling off, but Paityr could talk to Ivan about anything. He groaned a bit, but that was ok. He was content to stay in the sewer most of the time, and it helped mask the smell. A bit.
He would get feisty every few days, but a bit of magic, a bit of personality, and he stayed a good loyal friend. He started experimenting with how much he could have Ivan do to help people, in secret because they wouldnít understand that he was more or less harmless as long as he could keep a tight leash metaphorically on him. The physical leash didnít work, tended to cut through bits and Ivan would become unleashed. And the leash got all gooey.
The townsfolk eventually found out, because sewers donít stink as much to some, and they ran him and ivan out of town. Paityr was upset. Why couldnít they see? Ivan was harmless. He didnít even eat, as long as he kept the leash on. That business with Miss Davisís cat was a total accident. No one likes being scratched, and Paityr was a bit late with the magic. It happens.
So him and Ivan, slightly torched and full of pitchfork holes, just kept moving away. He did what he could to help those he found in his travels. A bit of drudgery for a place to stay for a night or three, an occasionally bit of magic or money stolen from those who could afford it, spread around the community. Besides, he liked to get a new book every now and again, and it didnít seem right to steal them. Thye written word was sacred. He did not know why he felt that way, but he did.
He found an old tome telling of a temple of fantastic beasts somewhere in the jungles, with standards different from most people and a different worldview, and decided why not. Ivan unfortunately didnít make it, some jungle thing decided to snack on him, but he was a good friend while it lasted. He would have to find another Ivan. He decided it would always be Ivan. A good way to remember a friend.
A few months, and several Ivans later, including very skinny and boney Ivan the once-crocodile, and Paityr lacking in any Ivan (skinny boney Ivan the once-crocodile happened to threaten some big nasty river thing, Paityr was sure skinny boney Ivan would have wanted him to go on and find another Ivan. He was that kind of chap.) , he found the temple. They lived communally and respectfull which was nice.
They told him of his heritige, and about his sigils and what they meant. It would have been nice ten years ago but Paityr had figured most of that out already. Besides he just felt like Paityr. Always had. So no big deal.
The beautiful serpents listened calmly to his tale, and took pity on him, but forbid any Ivaning while he lived and worked there, and learned from them. Paityrs ideas were not necessarily bad, but his implementation needed work. He didnít understand what it was like to be undead and all that entailed, so he couldnít properly see the error of his ways.
Well, thought Paityr, maybe I can do something about that. He was scared at first, death is always scary, but he thought it might be a good idea. Besides, he would like to understand his friend Ivan better. Dying was pretty bad, but the travelling lizard who helped him said he would now never have to worry about it again. His weak body didnít matter, and he could read and study more, so he could keep on learning, instead of doing pesky things like eating and sleeping.
The Coatls were shocked of course, but they admitted their phrasing might have been wrong, and he was still a decent enough guy. He studied with them a while longer, and they opened his mind to a wide variety of different ways of using his magical talent.
With his increased time and knowledge, he thought back to the problem of the world. That distinct lack of finanical freedom for one and all, was troubling. He understood that not everyone could survive the world as undead, which would be bad, but there had to be a way. Who has a bunch of magic and money to spread around. Then a thought hit him. Dragons do.
They had plenty, and didnít need near as much as they had, so why not redistribute all of that wealth around?
The coatls didnít like that idea, and if he were to pursue that path, he would not be welcome anymore in their temple. It was a hard decision, they listened almost as good as an Ivan, but their life was not for him. He wanted to help people more, bring that equality to all. He stayed for a little bit saying he would reconsider, but really he just needed a bit of prep time. He contacted various powers, used a fair bit of magic, and managed to locate a nice little horde not too far from the jungle temple he was in. He called a few allies, wished the coatlís well, and divined his way to the nice and empty cave of a local green dragon. He managed to make a few ivans, including one from the body of the one who ate skinny boney Ivan the once-crocodile. He thought skinny boney Ivan the once-crocodile would like that. His allies balked a bit, but they had agreed to assist in recovery so they couldnít back out now. Besides, Ivanís are strong, so it was a nice convienent way to transport their soon to be riches.
His magic lead him seamlessly past all the barriers and traps that the place had, and he got a nice sizable bit of treasure. HIs allies departed, after they had their cut, which was only fair. He took the rest, had it delivered in part to the coatls as a thank you. He took a brief vacation around some of the nicer planes of existence as a reward for himself and his Ivans, then decided he might have found a way to fix the world. There are a lot of dragons, and as long as he didnít have an Ivan deliver it, he thought it would be a great way to help a lot of people. The Ivans seemed to agree.
He gave himself a little more magic, and decided it was a good time to get a few more allies, more permanent though. He had the Ivans and a few less than reputable allies he met during his travels help secure him a few reasonably power mortals, and he offered them great power and a chance to better the world. Enough ivans made that a very reasonable offer, so they joined up. He called them Igors. He had them help him better the world, one dragon horde at a time. They actually talked back! It was nice to have friends.
Level by level table
Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features 1st Spellthief 1 0 -1 +1 +2 Appraise 4, Concentration 4, Disable Device 4, Escape Artist 4, Hide 4, Knowledge Arcana 4, Move Silently 4, Open Lock 4, Search 4, Use Magic Device 4 Heighten Spell Naen Sigil, Steal spell 0 or 1st, Trapfinding, Sneak Attack +1d6 2nd Dread Necromancer 1 +0 -1 +0 +4 Appraise 4.5, Concentration 5, Disable Device 4, Escape Artist 4, Hide 5, Knowledge Arcana 5, Move Silently 5, Open Lock 4, Search 4.5, Use Magic Device 4 - Hoon Sigil, Naenhoon word, Rebuke Undead, Charnal touch 3rd Rainbow Servant 1 +0 -1 +6 +2 Collector of Stories, Appraise 4.5, Concentration 6, Disable Device 4, Escape Artist 4, Hide 4, Knowledge Arcana 5, Move Silently 5, Open Lock 4, Search 4.5, Spellcraft 3, Use Magic Device 4 Master Spellthief Detect evil (sp), Good Domain(good caster level +1) 4th Rainbow Servant 2 +1 -1 +0 +7 Collector of Stories, Appraise 5, Concentration 7, Disable Device 4, Escape Artist 4, Hide 5, Knowledge Arcana 5, Move Silently 5, Open Lock 4, Search 5, Spellcraft 6, Use Magic Device 4 - Wis +1 5th Rainbow Servant 3 +1 +1 +2 +7 Collector of Stories, Appraise 5.5, Concentration 8, Disable Device 4, Escape Artist 4, Hide 5.5, Knowledge Arcana 5, Move Silently 5.5, Open Lock 4, Search 5.5, Spellcraft 7, Use Magic Device 4 - Ritual of crucimigration, Undead type goodies, Turn Resistance +2, Resist control, Unnatural Resilience 6th Rainbow Servant 4 +2 +1 +2 +8 Collector of Stories, Appraise 6, Concentration 9, Disable Device 4, Escape Artist 4, Hide 6, Knowledge Arcana 5, Move Silently 6, Open Lock 4, Search 6, Spellcraft 8, Use Magic Device 4 Extend Spell Extra Domain (Air), grow wings 7th Rainbow Servant 5 +2 +1 +2 +8 Collector of Stories, Appraise 6.5, Concentration 10, Disable Device 4, Escape Artist 4, Hide 6.5, Knowledge Arcana 5, Move Silently 6.5, Open Lock 4, Search 6.5, Spellcraft 9, Use Magic Device 4 - - 8th Rainbow Servant 6 +3 +2 +3 +10 Collector of Stories, Appraise 7, Concentration 11, Disable Device 4, Escape Artist 4, Hide 7, Knowledge Arcana 5, Move Silently 7, Open Lock 4, Search 6.5, Spellcraft 11, Use Magic Device 4 - Wisdom +1 9th Rainbow Servant 7 +3 +2 +3 +10 Collector of Stories, Swift concentration, Magical Appraisal,Appraise 7, Concentration 12, Disable Device 4, Escape Artist 4, Hide 7, Knowledge Arcana 5, Move Silently 7, Open Lock 4, Search 6.5, Spellcraft 12, Use Magic Device 4 Persist Spell, Law devotion Detect Chaos, Extra Domain Law traded for Law Devotion, 10th Rainbow Servant 8 +4 +2 +3 +11 Collector of Stories, Swift concentration, Magical Appraisal,Clever ImprovisorAppraise 7, Concentration 12, Disable Device 5, Escape Artist 4, Hide 7, Knowledge Arcana 5, Move Silently 7, Open Lock 5, Search 6.5, Spellcraft 12, Use Magic Device 4
- 11th Rainbow Servant 9 +4 +3 +4 +11 Collector of Stories, Swift concentration, Magical Appraisal,Clever Improvisor, Appraise 8, Concentration 12, Disable Device 5, Escape Artist 4, Hide 8, Knowledge Arcana 5, Move Silently 8, Open Lock 5, Search 6.5, Spellcraft 12, Use Magic Device 4 - - 12th Rainbow Servant 10 +5 +3 +4 +12 Collector of Stories, Swift concentration, Magical Appraisal,Clever Improvisor, Appraise 8, Concentration 13, Disable Device 5, Escape Artist 4, Hide 8, Knowledge Arcana 5, Move Silently 8, Open Lock 5, Search 8, Spellcraft 14, Use Magic Device 4 Divine Metamagic: Persist Cleric Spell access, detect thought (sp), Wisdom +1 13th Uncanny trickster 1 +5 +3 +6 +11 Collector of Stories, Swift concentration, Magical Appraisal,Clever Improvisor,Conceal Spellcasting, Appraise 8, Concentration 13, Disable Device 5, Escape Artist 4, Hide 8, Knowledge Arcana 5, Move Silently 8, Open Lock 5, Search 8, [b]Sleight of Hand 5[b], Spellcraft 14, Use Magic Device 11 Planar touchstone: Catelouges of Enlightenment (extra turning from undeath domain) Bonus trick Conceal spellcasting, favored trick conceal spellcasting, 14th Uncanny Trickster 2 +6 +3 +7 +12 Collector of Stories, Swift concentration, Magical Appraisal,Clever Improvisor,Conceal Spellcasting, False Theurgy, Appraise 8, Concentration 13, Diplomacy 8, Disable Device 5, Escape Artist 4, Hide 8, Knowledge Arcana 5, Move Silently 8, Open Lock 5, Search 8, Sleight of Hand 8, Spellcraft 14, Use Magic Device 12 - Advance dread necromancer class, Bonus trick false theurgy, favored trick false theurgy 15th Hordestealer 1 +6 +5 +11 +17 Collector of Stories, Swift concentration, Magical Appraisal,Clever Improvisor,Conceal Spellcasting, False Theurgy, Appraise 8, Bluff 8 , Concentration 13, Diplomacy 8, Disable Device 5, Escape Artist 4, Hide 8, Knowledge Arcana 5, Move Silently 8, Open Lock 5, Search 8, Sleight of Hand 8, Spellcraft 14, [b]Use Magic Device 14 Extra Spell: Animate Dread Warrior Darkvision +30 ft (90 total), trapfinding (again), Spellstiched template, 13 (or more) SR, dr 5 magic and silver, +2 turn resistance, +2 profane all saves 16th Hordestealer 2 +7 +5 +12 +17 Collector of Stories, Swift concentration, Magical Appraisal,Clever Improvisor,Conceal Spellcasting, False Theurgy, Appraise 8, Bluff 10 , Concentration 15, Diplomacy 10, Disable Device 5, Escape Artist 4, Hide 8, Knowledge Arcana 5, Move Silently 8, Open Lock 5, Search 8, Sleight of Hand 8, Spellcraft 15, Use Magic Device 14 - Hide from Dragons 1x/day, +1 Cha 17th Hordestealer 3 +8 +6 +12 +17 Collector of Stories, Swift concentration, Magical Appraisal,Clever Improvisor,Conceal Spellcasting, False Theurgy, Appraise 8, Bluff 11 , Concentration 19, Diplomacy 14, Disable Device 5, Escape Artist 4, Hide 8, Knowledge Arcana 5, Move Silently 8, Open Lock 5, Search 8, Sleight of Hand 8, Spellcraft 16, Use Magic Device 14 - Trap Sense +2, Deep pockets 18th HordeStealer 4 +9 +6 +13 +17 Collector of Stories, Swift concentration, Magical Appraisal,Clever Improvisor,Conceal Spellcasting, False Theurgy, Appraise 8, Bluff 12 , Concentration 20, Diplomacy 15, Disable Device 5, Escape Artist 4, Hide 8, Knowledge Arcana 7.5, Move Silently 8, Open Lock 5, Search 8, Sleight of Hand 8, Spellcraft 17, Use Magic Device 14 free (extra turning, extra spell, versatile spellcaster, martial study:mind over body) Treasure dowsing 1/day 19th Hordestealer 5 +9 +6 +13 +17 Collector of Stories, Swift concentration, Magical Appraisal,Clever Improvisor,Conceal Spellcasting, False Theurgy, Appraise 8, Bluff 13 , Concentration 21, Diplomacy 16, Disable Device 5, Escape Artist 4, Hide 8, Knowledge Arcana 10, Move Silently 8, Open Lock 5, Search 8, Sleight of Hand 8, Spellcraft 18, Use Magic Device 14 - Darkvision +60 feet(120 total) 20th Hordestealer 6 +10 +7 +14 +18 Collector of Stories, Swift concentration, Magical Appraisal,Clever Improvisor,Conceal Spellcasting, False Theurgy, Appraise 8, Bluff 14 , Concentration 22, Diplomacy 16, Disable Device 5, Escape Artist 4, Hide 8, Knowledge Arcana 13, Move Silently 8, Open Lock 5, Search 8, Sleight of Hand 8, Spellcraft 19, Use Magic Device 14 - Trap Sense +4, hide from dragons 2/day
Early levels (1-5): Paityr is fairly awful. 8 con is not great, but he needs the intelligence because its absolutely dreadful the skill requirement with the horrible path I have decided to embark upon. Grab the best light armor you can afford and crossbow, and a sickle because reasons, sneak attack when you can and stay away. Grab heighten spell and your Naen Sigil. As of level 2 he picks up longbow proficiency. Cause fear and summon undead 1 are your best options, if you get lucky rebuke some low level zombies or skeletons. Hoon Sigil. You are still made of paper. Turn undead also cheeses you with naenhoon into rainbow servant at level 3. Your goal is hang back still, you are still awful. Master spellthief keeps your spell caster level up, possibly way up, and keeps the ability to steal spells relevant throughout your career. Wands despite being unable to dump points into UMD like you want are ok if they are cheap, you have good cha and a reasonable chance of activating. Plus MW tools. Its not plan A or B, but might be D or E. C is usually run away.
SpoilerShowThere is a lot of debate around master spellthief. Since it adds your spellthief level to all arcane caster levels. At one nterpretation, it sets CL equal to the sum of all arcane spellcaster levels you have plus spellthief, and you can steal spell as if a spellthief of your HD. What is an arcane spell casting class is debatable since it is never adequately defined, mostly in regards to plus 1 spellcasting level PrCs. With this build, it applies definitely to dread necromancer (as a plus 1), likely to rainbow servant, even if only at level 10 since it does grant you spells (cleric list) as arcane sometimes, to uncanny trickster since that explicitly advances class features, and to hoardstealer since it also grants spells. What it works out to IMO in this build is plus 4 CL total, but in weird ways. DN casting is cl 16 ( 1+1 DN, 10+1 RS, 2+1 UT), and CL 7 for Hordestealer.
Mid levels (5-10) At level 5 you undergo the ritual of crucimigration, and it helps massively. You fix your bad HP, get a bunch of immunities, and can spellstitch yourself. You need to start looking for wisdom bonus items and such as soon as you can. Its your priority after cha items. You need 19 wisdom eventually (lvl 15), and the sooner the better. You have ways around this, but not for a while. You are a level behind dread necromancer now with infinite out of combat healing for you and your pets. Command undead for zombies and skeletons, extended once you can, is the bulk of your offense. Zombie dragons are great, though finding them is hard. You can convert your downtime into power, because of how long command undead lasts. Shadows are great, and you are immune to their most notable feature, and they dominate most encounters for pretty much ever. You are still heavily reliant on minions but you can flood the field with bodies given time. Get the best wisdom and charisma items you can. Ability increases can go to either, since minions are your bread and butter, but I prioritize wisdom over charisma. You snag Extend and Persist spell, and with your naenhoon have a bit of minor DMM going on already. A trip to catalogs of enlightenment for extra turning isnt bad if you can swing it. You can go yourself later but if you want earlier power pay for a ride.
Upper Levels (11-15) You finish rainbow servant and suddenly, things are amazing. The full cleric list is at your fingertips, and two levels of uncanny trickster gets you 6th level cleric and dread necro spells. That gives planar binding, planar ally, and find the path. Find the path is your key to easy hordestealing, backed by cleric divinations. You should never fight an enemy dragon unless you want to. You need wisdom 19 very soon, I suggest some efreets and an item. DMM persist is online at 12, have fun. Also you can now use all cleric wands no problem which is a nice little side benefit.
Sweet spot 1
Level Your first sweet spot is level 14. You have 6th level spontaneous cleric casting, plus 6th level dread necro, so all the goodies happen. Divine Metamagic is online, so pick your poison from the cleric list. A bit of plane shifting for catalogs of enlightenment is recommended, pick your poison. You can pick up extra turning, improved initiative, some sweet spells, or whatever. Increasing your HD cap for undead is not recommended because A. you donít need it, and B. your rebuke level is awful. I like extra turning for more DMM but you decide. Trumpet Archons are awesome, and you can have one. Get one. Or whatever awesome thing of 12 HD or less that you want.
Sweet Spot 2
Your second sweet spot is lvl 15. You take extra spell. You learn Animate Dread Warrior using naenhoon and heighten spell, and with your now 19 wisdom you spellstitch yourself. You spellstitch it instantly as soon as you have the XP. Any humanoid with class levels you can raise and control now, with no limit. They gotta die first, but the crew of Ivans help build Igors. And Igors make the dream come true. You share with everyone now, and you even leave the dragons a bit. Because they derserve a piece of the pie as well. You keep an Ivan or two around, flying dragon Ivan is still useful. Your charisma might not be the greatest but dreadnecro and cleric have enough debuffs, plus anything an Igor has, to get whatever you want with planar binding. The HD cap hurts but more minions means more hands to give stuff away. Besides an angel(devas fall under your HD cap) showing up at your doorstep is a lot more likely to get let in and have a gift taken from them.
SR 13 with no cha boosts isnít bad, another +2 turn resistance, and DR 5 magic and silver, +2 all saves. You also get to pick a ton of spells to add to yourself for free. Animate dread warrior is the only one that matters, but animate dead isnít awful either, nor is magic jar or any other necromancy, conjuration or evocation spell. Choose what you need. Sadly you donít get transmutation effects, but if you donít mind a waiting period grab something level 5 off a domain from the catalogs of enlightenment and stitch it on. Revive undead from the deathbound domain is very very good. Lets you keep Igors around. Then go back for Extra turning, or turning of another kind (still powers DMM via raw and might get more uses if you have pumped cha. You have eternity use it as you see fit.)
High Levels: 16 to 20 plays out a lot like upper levels. You get better Igors but your schtick stays the same. You can also steal 9th level spells (not from your Igors without jumping through a few hoops, but if need be) to get your list expanded more. Your level 18 feat is free, take whatever you want. I like Martial Study Mind over Body because disentegrate is a thing, but take whatever you feel you need. You can heroics it if you feel the need (find a wand). Or diamond mind ring it. Divine a treasure horde, find the path to it, take most of it, redistribute. You can likely wish yourself unholy toughness or something of the like with a stolen spell, and if you can go for it but its not necessary. You know, heroes (PCs) may have more wealth than dragons...and make good Igors hmmm...
You could theoretically get dread warrior spellstiched earlier, likely involving some kind of dark chaos shuffle or the like, or even earlier. Looking at spellstitched I do not think there is any requirement for whoever create it to actually know the spell to stitch, just be of the level needed to cast the spell, and level 11 is the level needed for a wizard to cast Animate Dread Warrior. If the level to cast is the only requirement, so you could even do it right after the ritual if you found someone to do it for you. It costs mere 1000 gp and the experience, so its super backstory cheese but doable. Also wish could likely do it and you have planar ally and binding...but this reeks of limburgher already. Quatro-formaggio might be pushing it. Also I do not know if you can spellstitch yourself then add to your stitching, since its an aquired template I think it would need to be all in one go, because the benefits are very nice. If you can do it in stages, you get a mini spike at level 5 and you stitch yourself up as you go along. SR isnít bad for you, you persist and extend your buffs start of the day, so in combat it should not be a problem, and I really wanted two more level of the SI but couldnít squeeze it in. Skill mastery is always nice. Sample list of spells for stitching: lvl 6 Animate Dread Warrior, Lvl 5 Magic Jar and Revive Undead (deathbound domain), lvl 4 Enervation, Black Tentacles, Lvl 3 Animate Dead, magic circle against evil (lulz), lvl 2 Wind Wall, Command Undead, Lvl 1 detect magic, detect undead
For itemization, its cha item, then wis item, save gear, a couple bags of holding or portable holes once you start dragon robbing. Anything that gives more turn undead is nice, to fuel dmm(nightsticks), as is the standard caster array of CL boosters, prayer beads, wands of whatever you need (heroics). Int boosters are not the worst in the world either you are very skill hungry. As many masterwork tools as you can get to help your skills. You get cha to concentration as an undead so that is nice, but you want more everything. You can avoid rebuke level boosters, they do not as much for you since your rebuking is awful. Get a mith chain shirt and load on your favorite enhancements. Grab a hammer to go with your sickle at some point for style. Dress in red.
Dread Necro Spells Chart
Spells per Day/Spells Known
Spells per Day/Spells Known
Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st - - - - - - - - - - 2nd 3 - - - - - - - - - 3rd 4 - - - - - - - - - 4th 5 - - - - - - - - - 5th 6 3 - - - - - - - - 6th 6 4 - - - - - - - - 7th 6 5 3 - - - - - - - 8th 6 6 4 - - - - - - - 9th 6 6 5 3 - - - - - - 10th 6 6 6 4 - - - - - - 11th 6 6 6 5 3 - - - - - 12th 6 6 6 6 4 - - - - - 13th 6 6 6 6 4 - - - - - 14th 6 6 6 6 5 3 - - - - 15th 6 6 6 6 5 3 - - - - 16th 6 6 6 6 5 3 - - - - 17th 6 6 6 6 5 3 - - - - 18th 6 6 6 6 5 3 - - - - 19th 6 6 6 6 5 3 - - - - 20th 6 6 6 6 5 3 - - - -
Hoardstealer Spell Chart
Spells per Day/Spells Known
Spells per Day/Spells Known
Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st - - - - - - - - - - 2nd - - - - - - - - - - 3rd - - - - - - - - - - 4th - - - - - - - - - - 5th - - - - - - - - - - 6th - - - - - - - - - - 7th - - - - - - - - - - 8th - - - - - - - - - - 9th - - - - - - - - - - 10th - - - - - - - - - - 11th - - - - - - - - - - 12th - - - - - - - - - - 13th - - - - - - - - - - 14th - - - - - - - - - - 15th 0 - - - - - - - - - 16th 1 - - - - - - - - - 17th 1 0 - - - - - - - - 18th 1 1 - - - - - - - - 19th 1 1 0 - - - - - - - 20th 1 1 1 - - - - - - -
Typically prepared (with int bonus spells)
1. Read magic, Detect Magic
2. Knock, Knock
3. Arcane Sight, Shrink Item
Illuman and sigils: races of destiny p. 51
Spellthief: Complete Adventurer p. 13
Dread Necromancer: Heroes of Horror p. 84
Rainbow Servant: Complete Divine P. 54
Uncanny Trickster: Complete Scoundrel p. 67
Hoardstealer: Dark pits of the capitalist 9 hells, Chairwoman
Master Spellthief: Complete Scoundrel p. 79
Necropolitan: Libris Mortis p. 114
Spellstiched Template: Complete Arcane 162
Catelogs of Enlightenment: Planar Handbook P. 166
Animate Dread Warrior: Unapproachable East p. 48
Divine Metamagic: Complete Divine p. 80
Persist Spell: Complete Arcane p. 81
Trading domains for devotions complete champion pg. 57 (law devotion)
Zombie Dragons: Draconomicon p. 195
Skill tricks in Complete scoundrel and Complete Adventurer
Everything else should be SRD.
Thanks to the chairwoman and judges.