An Exercise in 3.0 Brokeness.. [Archive] - Wizards Community

Post/Author/DateTimePost
Senevri

11-25-05, 03:14 PM
I really need to put the books we use into my .sig, or something.

Relics & Rituals
PHB I-III 3.0
Defenders of Faith
Masters of the Wild
Tome & Blood
Sword & Fist
MM3
A&EG

This is presuming access to Mystic Theurge, which was introduced in 3.5,
still a work in progress...

I guess you could call it the Blood Necromancer.
Sorc3/Cleric1/Mystic TheurgeT12/True Necromancer1/Blood Magus1/Blood Witch1/Crypt Lord 1


Sorcerer build:
1. Sorcerer SF Necromancy, Toughness
2. Sorcerer, Arcana 5, sor CL 2
3. Cleric, Evil, Mysticism, Religion 6 GSF Necromancy
4. Sorcerer, Arcana 7
5. Mystic Theurge, arc/rel 8 Sor cl 4, Cle Cl 2
6. Mystic Theurge, Skill Focus (concentration)
7. Mystic Theurge, Arc/rel 10 Sor cl 6, Cle cl 5
8. True Necromancer 1, Sor Cl 7, Cle cl 5, Necro cl 13.
9. Blood Magus, +1 DC, necro DC +5, Metamagic feat Reach Spell
10. Crypt Lord, Sor +1, Transmutations as Necromancy spells available.
11, Mystic Theurge
12. Mystic Theurge, Metamagic Chain Spell
13. Blood Witch, +1 Sorc,
14. Mystic Theurge Necro CL 20
15. Mystic Theurge, Extend Spell
16. Mystic Theurge
17. Mystic Theurge
18. Mystic Theurge Persistent spell
19. Mystic Theurge
20. Mystic Theurge Sorc 18, Cle 15, Necro 32!!!


Req: Cha 19, Wis 18. One really should be running around while
buffed, though...

Chain Reach Poison: Cle lv 4+3+2 = 9, 33 secondary targets. 1d10 con damage,
save DC 35.

Max. 64 HD undead.

Death Knell DC: 10 + 2 lv+ 4 wis +1 blood +1 domain +4 focus = dc 22
Presuming 34 opponents at barely-negative HP, reach chain Death Knell:

Primary Target: DC 22 - if fails, +1d8 HP, +2 str, +1 CL
Secondary Targets: DC 18 - if fails, +1d4 hp, +1 str, +0.5 CL X 32
= ~+70 hp, +35 Strenght, +17 CL. Necro CL 50. Maybe.

Chain Reach Vampiric Touch (lv3+3+2)
DC 13 +1BM +4focus +4 stat, at least 22.
Effect:
1 primary + 32 secondary (50 after Death Knell. ^^)
targets.
10d6 + 32x5d6 temp HP --> minimum of 170hp, maximum of... lots.

Basically, you can be leaking blood, via Blood Component, for a
good while.

Chain Finger of Death, at CL MAX

Some notes:

1. T&B blood magus 1 isn't a caster level, but by sacrificing 23 hp,
you can replace a material component of ANY value.

2. R&R, Blood Witch can take an amount of temporary con damage equal to levels metamagic raises spell levels, plus the level of the spell, to spontaneously metamagic spells. Still needs the metamagic feats, and can't raise the spell's level above what it could cast.

3. True Necromancer, as presented in T&B is broken, I know.
Basically you add all your caster levels together, for the purposes of
calculating the CL of your necromancy spells. This has probably been
already optimized to to there and back, but I'm new, and we still play
3.0, mainly.

Now... This isn't really truly optimized, yet, nor really very detailed.
I'm not really sure if Extend & persist are good for this ---
Really, Empower, Twin and Maximize might easily be superior.
Now, if someone could point me to a thread where this idea's already
been used...

Archmage would certainly be worth a few caster levels, although
it does significantly hurt cleric levels. Still, Arcane Reach... such
possibilities.

Besides, I showed Archmage to our DM.

Me: "Can I ---"
DM: "No."

A Wizard might be better, actually, for this... but, I'd like to use a
Sorcerer, just because.

I've got a plenty of caster levels --- now what do I use them for?

<edit>
Added a single level of Crypt Lord. It allows you to use transmutations
that changes a physical body, as necromantic variants. IE, works as normal,
but the visual effect of a shapechange, for an example, makes you look
like the corpse of a creature you change into. Actually, I'm not sure if
it's worth the loss of a cleric level, but still, 25 HD shapechange is nice.
Senevri

11-26-05, 05:52 AM
All my threads must be _really_ dull... T_T Oh well.

Mad Arcane Flavor!

Sorc3/CC2/Alienist3/Elemental Savant 10/???1


1. Sorcerer. Eschew Materials, Alertness
2. Sorcerer
3. Sorcerer, Great Fortitude
4. Candle caster, Knowledge(planes as a class skill)
5. Candle caster, Knowledge(planes)(8)
6. Alienist, Summon Alien, Energy Substitution (Electricity)
7. Elemental Savant (air), (SF:evocation)
8. Elemental Savant
9. Elemental Savant
10. Elemental Savant, GSF: evocation
11. Elemental Savant
12. Elemental Savant
13. Elemental Savant, Flyby Attack
14. Elemental Savant
15. Elemental Savant
16. Elemental Savant, feat
17. Elemental Savant.
18. Alienist, Alien Blessing
19. Alienist, Metamagic secret.() Arcana 12, Knowledge(planes) 10
20: ???


Should be a decent hit-and-run Blaster
Some highlights:

Chain Lightning DC: 16+4+3+Cha(at least +4), minimum of 27. Probably much more.


Adds "Pseudonatural" template to all "Summon Monster" spells - Pseudonatural Huge Air Elemental = Flying Polyp?

Medium Air Elemental: Fly 100ft perfect, Electricity Immunity, Darkvision 60,
Immunity Stun, Sleep, Poison, Paralyisis, Critical Hits, Flanking
Doesn't need to eat or breathe.

Spell Picks: Unseen Servant, Shatter, Fly, Chain Lightning,
Improved Invisibility, Ghost form, Energy Immunity, limited wish, and
the best Summon Monster spell you can access.

Not sure, really. Sorcerer spell picks cause me headache.

Now you can transform(Alter, Poly) into various elementals. I'm sure there are some nice shapes.

Drop Fly at 18. ^_~

And... that's it. Can't think of ways to improve this with the constraints of books accessible
to me. It's not even broken, it's just... a decent blaster that can scribe spells into candles,
including extended spells. I _think I could drop ES down one more level, but that would be
a serious loss of benefits -- at least now you get the Pseudonatural template, and
an extra feat out of it.
Still, as far as flavor goes, we're missing out on Innate spell, which would be _Really_ nice. Alienst is there just to qualify for the keyword, "mad". ^_^
Would probably require dropping the Elemental Savant progression.