advice on this build? Dread Necromancer heading towards Pale Master [Archive] - Wizards Community

Post/Author/DateTimePost
Epicweaver

10-12-06, 04:25 PM
The core concept of what I've wanted to do is make a Dread Necromancer headed into Pale Master... I realize the Pale Master can be viewed as suboptimal, but I'd really like to make it work if possible. Currently we're ECL7.

I got the Ettin Skeleton approved so it's starting inclusion isn't a problem. Tacting on desecration hit points at this point is stretching things thin. I really don't want to break the game. Odds are character and minion are going to get max hit points as well.

Any advice on gear selection, future feats, advanced learning options, and general tactics? Or anything else you feel like commenting on (like glaringly obvious mechanical errors)?

The campaign setting is Eberron, so Forgotten Realms specific material is out. Odds are we'll be running these character up until the mid teens at least... so short-term gains at the expense of long-term goals isn't really an option for me.

The idea is to make everyone at the table go like... "Woah!" but not cry.

Thanks for taking the time to help out.
TN male human Dread Necromancer 7
7d6+14 (56hp max); +2 init; 30ft move
AC20 (+6 armor, +2 shield, +2 dex), touch 12, flat 18
BAB +3, Grapple +6
Melee charnel touch +6 (1d8+1 negative)
Melee dagger +6 (1d4+2 piercing or slashing, silvered)
Melee morningstar +6 (1d8+3 bludgeoning and piercing, cold iron)
Melee spiked gauntlet +6 (1d4+3 piercing)
Range mswk longbow +5 (1d8+2 piercing, 110ft range)
fear aura, negative energy burst 1/day, rebuke undead 6/day, scabrous touch 1/day, spells
DR4/magic and bludgeoning, immune to mind-affecting, mental bastion +2, familiar (ghostly visage)

Fort +4, Ref +4, Will +5; Str14 (16), Dex14, Con14, Int10, Wis10, Cha17 (19)
Bluff +9, Concentration +12, Diplomacy +6, Intimidate +6, Knowledge (arcana) +5, Knowledge (religion) +8, Spellcraft +7; Corpsecrafter, Mother Cyst, Skill Focus (Knowledge-Religion), Tomb Tainted Soul

Dread Necromancer Spells - 7/7/5
*All spells from Dread Necromancer Spell List 1st-3rd (Heroes of Horror)
*Necrotic Cyst spells granted from Mother Cyst (Libris Mortis)
*Shivering Touch, Lesser (Advanced Learning; Wiz/Sor1, Frostburn)

Possessions (18,890gp spent, 110gp carried*):
cloak of charisma +2 (4,000gp)
gloves of ogre power +2 (4,000gp)
+1 mithril breastplate 15lb (5,200gp)
+1 mithril buckler 2lb (2,015gp)
bag of holding type 1 (2,500gp)
mswk longbow, composite (+2 Str bonus) (600gp)
spiked gauntlet, silvered (5gp)
morningstar, cold iron (16gp)
dagger, silvered (22gp)
potion of inflict light wounds x2 (100gp)
minion-ettin skeleton (282gp; onyx 250gp, gear 32gp)
components-6 onyx (150gp; 25gp each)

*Obviously the remaining carried coin will be spent filling out standard adventuring gear.GHOSTLY VISAGE
Tiny Undead (Incorporeal, Symbiont)
28hp (7HD); +2 init; 10ft fly (perfect)
AC17 (+2 dex, +2 size, +3 deflection), touch 17, flat 15
BAB +3, Grapple -
Melee incorporeal touch +9 (meld)
deliver touch spells, empathic link, gaze of terror, improved evasion, meld, share spells, undead traits, visage

Additional stats in Fiend Folio page 221.

Gaze of Terror: standard action; requires visage manifested; gaze attack, range 30ft; Will DC17 or paralysis (fear effect).
Meld: free action after successful touch attack; possess target Will DC17 to resist.
Visage: free action; manifest face on host (doesn't interfer with host); 90' arc to gaze attack. When visage is exposed as such it can be the target of attacks as if it were an object (but is still incorporeal).

Symbiont Granted Power: Immunity to Mind-Affecting spells, spell-like abilities, and effects.

Immune to Mind-Affecting? No fear, confusion, mindblasts, or other telepathic nastiness? Sign me up! Paralysis? Yum. This guy might even be worth looking into Obtain familiar to retain some of his HD after I go onto Pale MasterETTIN SKELETON
Large Undead
10d12+30 (150hp max); +4 init; 40ft
AC11 (-1 size, +2 natural), touch 9, flat 11
BAB +5, Grapple +15; 10ft/10ft
Melee 2 morningstar +12 (2d6+8, piercing and blugeoning)
Melee 2 claw +12 (1d6+8, slashing)
DR5/bludgeoning, darkvision 60ft, immunity to cold, superior two-weapon

Fort +3, Ref +3, Will +7; Str27, Dex10, Con-, Int-, Wis10, Cha1
Improved Initiative

Originally I sketched my minions out to be a few human warrior skeletons and a zombie ogre, but I just found one big guy to have much more to offer at less cost. I couldn't really talk the DM into letting me take a desecrated Fire Giant Skeleton... it was just too powerful and would have seriously warranted a bump in ELs for the party (which would be very bad for some of them). I imagine I'll find more things to animate on the way, but for now I think this is a solid choice at the beginning.

Hrmm... animate dead gives me... hrmmm... (7x4)-10=18HD to animate.

At 8th, that'll be (8+5)x4... 42HD!

Necromancy rocks... Until I walk into the holy town of undead smiting... Then I guess I'm pwned... but should be quite a bit of fun until then.Party
elf swashbuckler/fighter/dervish
human fighter/lurk (Leadership, Cohort undetermined; probably Bard)
human spellthief/lurk (<---suboptimal player)
human wiz/clr/mystic theurge
human shadowcaster
elf scout (sporadic player, frequently not at game)
human dread necromancer

I have read through K's Revised Necromancer Handbook (http://boards1.wizards.com/showthread.php?t=599129) and gotten a lot of good ideas... but I was wonder if anyone had anything new/different/specific to offer.
the_fenris_wolf

10-15-06, 08:59 PM
I am so envious that i just have to post this, since u are in ebberon and i am in FR, be a daelkyr half-blood instead of a human (unles u need the extra feat and skpoint) because they get a whip with 15' foot reach to deliver touch attacks (charnel touch). Ooooober cool.