| Post/Author/DateTime | Post |
|---|---|
| GriM_BoNeZ11-22-03, 12:42 AM | Hi, I am new to this board and to the game. I need help on making one of the best 3.0 necromancer builds possible. I have access to all books (Exept psionic) and my stats are 8, 12, 13, 14, 15, 16. All help would be appreciated. |
| GriM_BoNeZ11-22-03, 10:59 AM | Oh and I forgot to mention, I am starting at level 5(witch means I have a stat point to spare too). Also, plz tell me where I should put my skill points and feats. |
| Funny Slaughter11-22-03, 12:07 PM | take a look at the shadow adept PrC gs Funny |
| draegl0th11-22-03, 01:01 PM | Monk/Wizard/Ur-Priest/Mystic Theurge/True Necromancer :P |
| GriM_BoNeZ11-22-03, 03:53 PM | Originally posted by draegl0th Monk/Wizard/Ur-Priest/Mystic Theurge/True Necromancer :P Isn't Mystic Theurge a 3.5 class??? if so, I can't make this build. But the true necro build is attracting. |
| Ryunnosuke11-22-03, 04:23 PM | You need to take into consideration some key questions when making a Necromancer. What level are you playing him to? How good is you DM about letting minions and followers travel around with the group? Is going to be lenient or hard ass about it? And how well will the group react to your Necromancy? These are very important before you try and build one. Second, what kind of Necromancer do you plan on making? One kind is the the specialist who gets more spells and higher DCs, and the other is the minion-maker. I personally like the minion maker, but it can be a hassle depending on your DM. A third type would be the caster who wants Necromancy to enhance his fighting or rogue abilities. |
| GriM_BoNeZ11-23-03, 01:59 AM | Originally posted by Ryunnosuke You need to take into consideration some key questions when making a Necromancer. What level are you playing him to? How good is you DM about letting minions and followers travel around with the group? Is going to be lenient or hard ass about it? And how well will the group react to your Necromancy? These are very important before you try and build one. Second, what kind of Necromancer do you plan on making? One kind is the the specialist who gets more spells and higher DCs, and the other is the minion-maker. I personally like the minion maker, but it can be a hassle depending on your DM. A third type would be the caster who wants Necromancy to enhance his fighting or rogue abilities. To be specific, I am planning to play my necro for as long as I can. Also, I asked him about me building a necro and he has no problem with it. Even though the game was supposed to be good, it turned evil (they always do lol) since one of the players made a priest of nerul and the other one made a dumb half-orc who slauthered three city guards with his mercurial sword in the first half-hour of the game. As for me, I was a Halfling Bard who got decapitaded by a displacer beast. So my DM let me make another character. And yeah he is a bit of a hardass. Every character we make must past his evaluation before it can be made. For example, I asked him if could make a shade and he automatically said no. He also hates psionics. He doesn't actually bans them, but he says that in his games, they have a bad tendency to die at birth. So its basically the same thingh. As for the type of necro, I either want a minion-maker or a specialist. |
| Davus Antonius11-23-03, 01:38 PM | If your DM will allow it, and you have or have access to Dragon #312, there are some new core Necromancer classes in it that might interest you. |
| Ryunnosuke11-23-03, 01:38 PM | Specialists aren't very good in my own opinion. Necromancers don't have a ton of viable combat spells available to them unless you get a lot of spells allowed from other books, so it's not worth it to get you're DCs very high, unlike an Evoker who can toss boom-booms all day. Sure they have Chill Touch, Ray of Enfeeblement, Ghoul Touch, and Vampric Touch, they are all touch or ranged touch attack spells. Basically, you can't just be like any other wizard and sit back and cast, you have to get near them to use them. However, there is a viable solution to that. Monk 1/Necromancer 9 (Total: 10) Dwarf (Polymorphed to Stone Giant) Monk 1: Unarmed Strike, Stunning Attack, Evasion (Feat: Power Attack) Necromancer 1: Summon (Toad) Familiar, Scribe Scroll Necro 2: (Feat: Improved Intiative) Necro 3: Necro 4: Necro 5: (Feat: Extend Spell) Necro 6: (Feat: Still Spell) Necro 7: Necro 8: (Feat: Persistant Spell) Necro 9: 1/2/3/4/5 5+1/5+1/4+1/2+1/1+1 Prep Magic Spells 1st: 2nd: Extended Mage Armor (18 hours), Bull's Strength, Cat's Grace, Endurance, Owl's Wisdom (9 hours each) 3rd: 4th: Extended Greater Magic Weapon (18 hours), Polymorph Other (Change self to Stone Giant) 5th: Persistant Shield (24 hours) Memorized Spells 1st: 3x True Strike, 1x Magic Missles, 2x Chill Touch 2nd: 1x Ghoul Touch 3rd: 2x Haste, Fly, 2x Vampric Touch 4th: Still Vampric Touch 5th: Still Enervation Stats Level 10 Large Giant; HD 9d4+45(wizard), 1d8+5(monk); hp 76(average); Init +6; Spd 40 ft.; AC 35/39 (-1 size, +2 Dex, +2 Wis, +11 natural, +7Shield, +4 Mage Armor/Haste); Base Atk +4 as Human, +12 as Giant; Damage +3 Large Club 1d10+15, Unarmed Strike 1d8+8; SA 5th Level Spells, Enchantment School Banned; AL Any; SV Fort 9, Ref 7, Will 10; Str 13(27), Dex 12(15), Con 20(+2 Dwarf, +1 LVL, +2 Toad)(19), Int 17(+1 LVL), Wis 14, Cha 6. Fighting Statistics Weapon/To Hit/Damage Unarmed Strike/+12/1d8+8 Unarmed Strike, True Strike/+32/1d8+8 Unarmed Strike, Power Attack/+7/1d8+13 Unarmed Strike, TS, PA/+27/1d8+13 +3 Great Club, One Hand/+15/1d10+11 +3 Great Club, Two Hand/+15/1d10+15 +3 Great Club, TS, PA, 2Hand/+30/1d10+20 Unarm Strike, Flurry of Blows/+10,+10/1d8+8 Unarm Strike, FOB, TS, PA/+25,+5/1d8+13 +3 Great Club, FOB, TS, PA, 2Hand/+28,+8/1d10+20 Tactics: Have prep spells up before entering into any dangerous area. Everyday keep Polymorph Other ready incase you need a quick change. When combat intiates, you have a good chance of going first. Cast Haste, then either Chill Touch, Ghoul Touch, or Vampric Touch, and hold the charge. If they enter your threatened area, you may get an attack of opportunity because of your giant body's reach, and using the rule stated in the PHB on page 125-126 on touch spells, you may then use your unarmed attack to damage and then discharge your spell. Example: You go first, cast Haste and Vampric Touch. Orc moves into your threatened area ten feet away, then five feet more. You get Attack of Opportunity. You roll to hit it's AC (1d20+12 vs AC 15) and do. Orc takes 1d8+8 and Vampric Touch, which would be 4d6. Thus the reason for all the touch spells. On subsequent rounds, use the Haste partial action to prepare and the standard to attack. You can use the Haste to more and then Flurry, or cast a spell and then attack. Use True Strike to it's best effect, hopefully in conjuction with Vampric Touch or Enervation. Enervation can be used to flat out kill most low level things, such as an ogre, if you get lucky. |
| Hanniball11-23-03, 02:28 PM | for super-uber necro DCs i played a Nec 6/Red Wizard 10/Acm 2/fate spinner 2 DCs are right around 42. |