Master of Shrouds (Handbook?)

Post/Author/DateTimePost
#1

phaedrusxy

Jan 02, 2008 17:17:32
I've been working on a Master of Shrouds which I plan to run through the "Overpowered Casters" gauntlet. It could also serve as an updated version of my old "Possesser" build (see sig). I thought I'd start a separate thread to run through ideas for it, since early entry Master of Shrouds builds seem to be fairly popular, and so was the original "Possessor". I may turn this into a full-fledged Handbook eventually.

The Master of Shrouds is a prestige class in Libris Mortis that grants the ability to summon increasingly powerful incorporeal undead. It loses one caster level (at 1st), but stacks with all classes for Rebuke Undead. It can be entered "early" by multiclassing into any other class that also has a good Will save progression. This lets you get in at ECL 4 instead of ECL 7, which ramps up the relative power of your summoned monsters considerably. An earlier MoS build of mine won a level 10 arena challenge on the boards some time ago, which I think demonstrates the power of characters based on this backbone. Alot of materials have been published since then, so I'm sure we can do even better now. The purpose of this thread is to compile more updated builds and tactics based around this PrC.

The specific builds I'll be posting (at least initially) will be optimized for the "overpowered caster gauntlet". (So for facing multiple high EL encounters per day, alone, starting at Character level 5). I went back and forth between a Dread Necromancer (HoH)/Cloistered Cleric (UA) entry and a Dread Necro/Archivist entry. I have basically settled on the Cleric, but I'll post my ideas for an Archivist, also.

They are still works in progress, so feel free to offer suggestions for these specific builds, or for MoS characters in general. Surreal suggested a Cleric 3/Church Inquisitor (source?)1 entry in another thread, for those who'd rather preserve one of the lost caster levels. For my purposes (optimizing for level 5), I think I'd prefer the ones below.

Carnivore suggested the Knowledge Devotion domain feat, but I don't have the book for that (CChamp). A thread devoted to optimizing that can be found here.

For general information on optimizing clerics, check the Cleric Handbook. For decent spells to persist for clerics, here is a thread. For information about the Archivist, I'd suggest you just search through Surreal's Handy Links thread.

Hubert the Wannabe Wizard
Illumian (NaenHoon sigils, RoD), Cloistered Cleric2/Dread Necro 1/Master of Shrouds 2
True Neutral, Spontaneously Inflicts

Here is the first build. It is cloistered cleric/dread necro based. For later levels, he'll finish Master of Shrouds and then pick up another PrC that progresses his Rebuke ability, or just take more levels of cleric. If you don't care about Rebuking (I kind of like it for this), you could use any PrC that progresses casting.

I took the Trickery domain mainly for Invisibility, and Divine Magician (CMage) instead of a second domain. Cloistered Cleric (UA) gives him Knowledge as a third domain, and adds some more "wizardly" spells to his list. All together, he gets a decent skill list, and a fairly diverse spell list. I considered using domains like Planning and Undeath (for Extend Spell and Extra Turning bonus feats), but decided that since he can use his Sigils to Persist a couple of spells per day, that I could wait for DMM. He also doesn't really need Extra Turning, since he gets it once for free from MoS, and he has two classes granting Turning, anyway. It might be something to consider later in the build, if you can't buy Nightsticks, though. Also, since his cleric CL is only 3, there isn't all that much worth persisting at the start, IMO.

Practiced Spellcaster (Dread Necro) will help make his DN spells worth using, which is a decent increase in power at this level, since he can only cast 1st and 2nd level cleric spells. A Ray of Enfeeblement + summoned Shadows can quickly neuter or incapacitate most enemies at this level. Later, it would probably be a good idea to retrain this to Corpsecrafter or something.

Flavor/background
Show
Hubert always wanted to be a wizard, like his archmage father, but when he tried out for wizard school, he just wasn't bright enough to master even the simplest cantrip. Dissapointed but resilient, he decided to become a cleric of Boccob. He was unusually studious for a cleric, and due to his enthusiasm for arcane magic, was chosen for a new "experimental" clerical training program (Divine Magician alternative class feature, CMage).

He has been quite successful at this, and due to a morbid fascination with the undead, has broadened his casting to specialize a bit in that.
#2

phaedrusxy

Jan 02, 2008 17:18:05
Reserved
#3

phaedrusxy

Jan 02, 2008 17:19:12
Reserved..
#4

carnivore

Jan 03, 2008 15:29:41
this is great ...... i dont work on many Necromantic focused builds.... but the ones you made, especially for the 10th lvl contest ... are great.


i would suggest something similar to Surreals idea

Lawful Neutral(to qualify for Church Inquisitor)

Patron: Philosophy

Domains:
Knowledge
Trickey or Magic
Divine Magician
Inquisition

Cloistered Cleric 3/ Church Inquisitor 1/ Master of Shrouds 10/ xxxx 6



Patrons that would work, but you would have to change some domains(although some might seem strange, they do qualify):

Tyr(Players Guide to Faerun) LG Good, Knowledge, Law, Retribution (FRCS), War, Wrath (Exalted)
Ilmater LG Endurance (Exalted), Good, Healing, Law, Strength, Suffering (FRCS)
Nobanion LG Animal, Fey (Exalted), Good, Law, Nobility (FRCS)
Horus-Re (G) LG Glory (Exalted), Good, Law, Nobility (FRCS), Retribution (FRCS), Sun
Osiris (I) LG Good, Law, Plant, Repose (F&P), Retribution (FRCS)
Pholtus (Complete Divine)LG good/inquisition/knowledge/law/Sun


here is a link to Master of Shrouds Prestige class

:D
#5

surreal

Jan 03, 2008 16:03:47
You can pull off some Ur-priest shenanigans too, though it delays your MoS abilities by two levels.

XYZ 3/MoS 2/Ur-priest 2/MoS +8/whatever
#6

hogarth

Jan 03, 2008 16:13:24
Note that having a cleric with the Church Inquisitor PrC would disallow you from casting Animate Dead, though (Church Inquisitor --> worship LG god --> cannot cast [Evil] spells). It might work with an archivist, though.


And personally I would rule that all Rebuke Undead class features stack and don't give you a separate pool. If your DM rules otherwise, more power to you.
#7

tsuyoshikentsu

Jan 03, 2008 16:29:41
Ah, I see your mistake. For some reason, you haven't taken Tomb-Tainted Soul. I guess you were drunk when you posted this, haha!

No, seriously.

TTS gives you infinite healing. There really isn't any excuse not to take it.
#8

ikeren

Jan 03, 2008 19:50:52
TTS gives you infinite healing. There really isn't any excuse not to take it.

If you're doing DMM with Vigorous Circle, isn't it a wasted feat?

XYZ 3/MoS 2/Ur-priest 2/MoS +8/whatever

I really, really, really like that. Really.

Feats could be a struggle. MoS and Ur-Priest both require 2.
Skills too, although less so. Human Paragon would be sweet in there, but you can't get enough of it in.

Confusing how to finish it.
Cleric 1
Human Paragon 1 (for skills)
Will Save +2 class (Hexblade)
MoS 2 (progressing Hexblade, since you're abandoning clerical casting with urpriest)
Ur-Priest 2
MoS+8 (Progressing Ur Priest)
Human Paragon +2
Tome of Battle something 3?
#9

surreal

Jan 03, 2008 20:23:49
I don't think there's any way to do it without flaws. Ur-priest has the annoying Fort +3 requirement which means you need at least two levels of a strong fort class, which rules out human paragon.

Maybe there's an obscure cleric domain that gives us one of the required feats? Trickery gives us the bluff skill, which is the only tough skill to get.
#10

phaedrusxy

Jan 03, 2008 21:06:17
Ah, I see your mistake. For some reason, you haven't taken Tomb-Tainted Soul. I guess you were drunk when you posted this, haha!

No, seriously.

TTS gives you infinite healing. There really isn't any excuse not to take it.

In general, I agree. However, a 10-charge wand of Faith Healing is only 150 gold, and is plenty for the "Overpowered Caster Challenge" (consumables are reset between different "mini-dungeons"). Also, with a real character, I'd be more tempted to just become a Necropolitan.
#11

tsuyoshikentsu

Jan 04, 2008 1:23:48
In general, I agree. However, a 10-charge wand of Faith Healing is only 150 gold, and is plenty for the "Overpowered Caster Challenge" (consumables are reset between different "mini-dungeons"). Also, with a real character, I'd be more tempted to just become a Necropolitan.

Ah, I see. Well, in that case carry on.

(Necropolitan is fine for a lot of casters; I tend to not like them because of the turning vulnerability.)
#12

phaedrusxy

Jan 04, 2008 12:42:24
Thanks for the suggestions. I've added a few of them to the OP, and also incorporated some of the links provided.

After trying Hubert against some of the fights in the "overpowered caster" gauntlets, I find that his defenses are a bit lacking. If he gets caught in the open while not hiding or invisible, alot of the things can kill or nearly kill him. While I try to play him as always hiding or invisible, sometimes this just isn't possible (like the level 5 mini-adventure that starts in an open plain after traveling for some distance).

If he manages to remain hidden or invisible, he beats most things easily. The cloaker was a huge pain, though. Still, he managed to get a "tie" vs. it and the 6-headed hydra at the same time, and if I'd played him a bit more cautiously, he could have won. So I think he only needs a few tweaks.

Note that having a cleric with the Church Inquisitor PrC would disallow you from casting Animate Dead, though (Church Inquisitor --> worship LG god --> cannot cast [Evil] spells). It might work with an archivist, though.

Yeah, that would suck. Animate Dead is not worth giving up.
And personally I would rule that all Rebuke Undead class features stack and don't give you a separate pool. If your DM rules otherwise, more power to you.

Good point. I just went with what was in the Guide to Turning. Even if you ruled that way, it is a minor power loss but still useful. You could command your spawned shadows a bit earlier. :P
#13

hogarth

Jan 04, 2008 13:34:07
I had been thinking a bit about entering a necromancer into the same challenge, but I never got motivated enough. I would've gone for forest gnome as the race with one level of bard (UA animal companion variant). If he were retooled as a Master of Shrouds, he'd look like:

Bard variant 1: Natural Bond, SF [Conj] (flaw), Augment Summoning
Cloistered Cleric (Magic, Knowledge, ?) 1:
Cloistered Cleric 2: Practiced Spellcaster [Cleric]
Master of Shrouds 1: Extra Turning
Master of Shrouds 2:

The animal companion ability would be used to get fodder for Animate Dead scrolls (maybe dire bat zombies [flight], cheetah skeletons [sprint], dire badger skeletons [burrow], etc.). The +8 to Hide is a nice bonus, too -- I was planning on casting Deeper Darkness (from a scroll) to give concealment for hiding.
#14

ronyon

Jan 04, 2008 14:55:44
Im curious,do the rules of the challeng preclude starting with an Undead meat sheild?
You have the Animate Dead chops on both builds, why not pimp them?
The CR basedslave cost formula from the Aberrations book can generate the price of a living,dead or undead minion.Or buy them as meat.However you do it, a big hunk of meat should doe the trick.
Also, are you not powerful enough to rebuke/control a Shadow?Ive not run the math, but hell, it seems likely that you are!

Three more things:
1.Why not try a Hide Shield for both Builds? Its almost as good to you and no where near as bad for you as the Tower Shield.Tweak it some with masterworkyness and materials and the negatives to skills will come down even more.It starts out very light compared to tower shields, if that matters.It's in the Sandstorm book.
2.Consider using Lard (from the Dungeonscape book?) or Oleum (from Sandstorm).Both can be slathered on to give a good boosts to grapple checks, and the Oleum can be burned in a lantern to create a 5' cube of concealment granting heavy smoke(yes, there is a Fort check, and there is a good mundane way to minimize that as well, if you really need to stand in the middle of it ...)
3. If you have a Large minion, use the Medium Familiar Carrier, and strap it to the minions back. Climb in, and suddenly you are a tank commander.Its 3.0, so YMMV.

So yeah, cover, concealment and cover.And let the minions fight for you.
#15

jameswilliamogle

Jan 04, 2008 15:36:43
You can get an army of Shadows at L5 as a Dread Necromancer w/ Improved Turning and a scroll of Summon Undead 5... just saying... (or a cleric...) I just think MoS is overrated... I'll shutup now...
#16

phaedrusxy

Jan 04, 2008 16:15:06
You can get an army of Shadows at L5 as a Dread Necromancer w/ Improved Turning and a scroll of Summon Undead 5... just saying...

Not legal for the contest.
Im curious,do the rules of the challeng preclude starting with an Undead meat sheild?

I think they do now.
#17

ronyon

Jan 04, 2008 16:17:48
You can get an army of Shadows at L5 as a Dread Necromancer w/ Improved Turning and a scroll of Summon Undead 5... just saying...

True,but a savvy DM will nerf this.My DMs tend towards the montey hall style (suck!), or towards "natural consequences"style of play.
An example of "natural consequences" is being able to buy any magic item you want-as long as its squeaky clean LG.Other items are black market-with all the attendant problems.I even have trouble getting black onyx!

I do agree with your point, but Optimizing differs based on circumstance, and the power of an MoS is inherit-that can mean everything or nothing depending on the circumstances.
#18

ronyon

Jan 04, 2008 21:47:52
Not legal for the contest.

I checked out the contest, I see why.What about a low level scroll with Fell Inflict or Fell Animate?
I think they do now.

Ah, yeah. Saw that too, nicely done.I hate Illumians-the whole race is cheese, but hey, its street legal.He even gimped himself By using the F.A.Q. on the Shadow.I think I would have burned a feat for Tomb Tainted and left off the Necropolitan, but who can argue with success.
#19

phaedrusxy

Jan 04, 2008 23:18:44
Hmm... I like Hogarth's setup. I am tempted to switch to something like that (or maybe with strongheart halfling). I am not sure Illumian is all its cracked up to be. And all those turn attempts (from Dread Necro) are only really useful later... when you can afford to buy them, anyway. :P
#20

necroramo

Jan 05, 2008 11:20:13
Are we ignoring that the web enhancement to Complete Divine nerfs the Master of Shrouds to every-other-level caster progression, gets rid of early entry, and makes the summoning ability worse?

EDIT: My God! I thought that Libris Mortis came first. Savvy
#21

phoenix00

Jan 05, 2008 11:53:19
Are we ignoring that the web enhancement to Complete Divine nerfs the Master of Shrouds to every-other-level caster progression, gets rid of early entry, and makes the summoning ability worse?

Libris Mortis came out in October 2004
Complete Divine Web Enhancement came out in May 2004

Libris Mortis is the most current version and thus supersedes the older version.
#22

crimsondeath

Jan 06, 2008 2:13:35
I think they do now.

Even if you demonstrate the ability to kill the critter and then spend money on the material components of the spell to animate it?

In that case, I'm glad I ducked out of the thread when I did...
#23

phaedrusxy

Jan 09, 2008 17:21:35
After playing around with Hubert a bit, I think a wizard entry would be better than Dread Necro. The spell list is just so vast. I continually find low level wizard spells that I wish he had. Most great spells are either on the wizard or cleric list. I'd like to Persist some of 1st level wizard spells I see, also, which normally can't be done from scrolls or potions. So I think a wizard1/cleric2 entry might be the best overall, especially if you use some of the variants that get things like Abrupt Jaunt or Augment Summoning as a bonus feat. The only advantage Dread Necro has is the free healing for animated undead, but once you can persist 3rd level spells, Mass Lesser Vigor can fulfill this role.
#24

crimsondeath

Jan 09, 2008 20:34:22
The only advantage Dread Necro has is the free healing for animated undead, but once you can persist 3rd level spells, Mass Lesser Vigor can fulfill this role.

Not on undead. The Vigor line can only target living creatures.

Still, it's not like wands of Inflict Light are all that expensive.
#25

ChristopherGroves

Jan 09, 2008 20:38:56
For actual playability, I like a level of Dragonfire Adept paired w/ Cleric instead of monk ...
#26

phaedrusxy

Jan 09, 2008 22:29:07
Not on undead. The Vigor line can only target living creatures.

Still, it's not like wands of Inflict Light are all that expensive.

Hmm... that sucks. Actually, I think the cost of wands of Inflict would add up quite fast. The undead tend to have crappy ACs and low mobility, but tons of hit points (at least the zombies I've been using do). So they take craploads of damage that I need to heal between fights.

Aren't there classes that get fast healing auras? Do those work on undead? Any that can get such an aura at level 1?
For actual playability, I like a level of Dragonfire Adept paired w/ Cleric instead of monk ...

I'm not familiar with Dragonfire Adept. What makes it good for this? Also, I don't think it even existed when I made the build for the level 10 contest.
#27

crimsondeath

Jan 10, 2008 2:31:36
Aren't there classes that get fast healing auras? Do those work on undead? Any that can get such an aura at level 1?

Only one I can think of is the Dragon Shaman (PHB2), and that one only works on allies below half their max HP.

I'm not familiar with Dragonfire Adept. What makes it good for this? Also, I don't think it even existed when I made the build for the level 10 contest.

It's an invoking class from Dragon Magic. I've mostly seen them used for effective crowd control.
#28

carnivore

Jan 11, 2008 14:51:06
Marshals can get the same Aura.....

:D
#29

phaedrusxy

Jan 15, 2008 17:43:05
So, after running Hubert through several challenges, I'm left wondering how I can help his shadows hit things. With only a +3 to hit, they still miss quite frequently even with their touch attacks. Since the duration on the summons is kind of short, this means often times they don't get the job done before they dissappear.

I thought of Persisting Bless and/or Prayer, but they are both [Mind Affecting], and so won't work on the undead. Hitting things with Tanglefoot bags, and having the shadows charge and/or flank works. I guess I could also Rebuke a spawn, and make an army of them, so I wouldn't have to worry about the durations, but since that cheese is unlikely to be tolerated in most games, lets skip that for now. What other things can you all think of?

I'm updating him to level 7. Here is what I've gotten right now. Suggestions are welcome.
Show

Hubert the Wannabe Wizard, level 7
Illumian (NaenHoon sigils, RoD), Cloistered Cleric (UA) 2/Dread Necro (HoH) 1/Master of Shrouds (LM) 4
True Neutral, Spontaneously Inflicts

Feat progression
1 Cloistered Clr1 Domains: Knowledge, Trickery and "Divine Magician (CMage)", Rebuke Undead, Spell Focus: Conj. (1), Augument Summoning (flaw), Extend (flaw)
2 DN Rebuke Undead, Martial Wpn Prof (Composite Longbow), Charnel Touch
3 CClr2 Practiced Spellcaster (Dread Necro)
4 MoS1 Extra Rebuking
5 MoS2 Summon Undead (Shadow)
6 MoS3 Persistent Spell
7 MoS4 Summon Undead (Wraith, or 2 Shadows)

Rebukes per day: 20 (1d20+9 for rolls, cleric level 6, dread necro level 5). (See the Guide to Turning for a discussion of how the different classes stack for Rebuking.)
NaenHoon sigils: Twice per day, Hubert can apply a metmagic feat to a spell while casting it without increasing the spell slot used. This costs him a number of Rebuke attempts equal to the normal spell slot increase for that metamagic feat.

Stats (25 pt. buy)
Int 10
Con 14 (13 +1 at 4th)
Dex 12
Str 08
Wis 16
Cha 12 (16 buffed)

Skills (ranks): Bluff +14(5), Disguise +14(5), Diplomacy +10(0), Hide +10(8), Knowledge (Religion) +5(5), Spellcraft +5(5), Concentration +14(10), Use Magic Device +7(1cc), (bonuses include MW tools, persistent buffs, and permanent magic items, but not consumable magic items)

Hit Points: 45
BAB/Grapple: +4/+3
AC: 20 (10+5armor+1dex+4shield)
Saves: Fort +6, Ref +2, Will +12
Attacks: +6 MW composite longbow (1d8-1), +3 Charnel Touch (1d8+1), +3 morning star (1d8-1)

Equipment (19658/19000): Handy Haversack (2000), Longspear (5), Cloak of Resistance +1 (1000), Headband of Conscious Effort (MIC 109, 2000gp), Circlet of Persuasion (4500), Lesser Rod of Extend (3000), morning star (8), +1 chainshirt (1250), MW composite longbow + 50 arrows (411), 2 vials holy water (50 gp), 2 alchemist's fires (40), 3 flasks of acid (30 gp), Wand of Faith Healing (20 charges, 300 gp), 1 scroll of Command Undead (150), 2 scrolls of Summon Swarm (300), 2 scrolls of Spectral Hand (300), 2 scrolls False Life (300), 2 scrolls of Unseen Servant (50), 1 scroll of Silence (150), 2 scrolls Invisibility (300), 1 scroll of Align Weapon (150), 4 tanglefoot bags (200 gp), 4 Wooden Holy Symbols (4), Disguise kit (50), 2 Everburning Torches with tight caps (220), MW tools for Hide, Bluff, Diplomacy, and Concentration (200), 2 Oils of Magic Fang (100), 2 Elixirs of Hiding (500, +10 comp. to Hide for 1 hr), silversheen (250), vial of Trollbane (Dungeonscape, 90gp), Anklet of Translocation, Feet (1,400gp. MIC, p. 71), other cheap adventuring gear (50 ft. silk rope, candles, chalk, paper, pen, ink, a couple of days rations, small mirror, waterskins, etc, all 50 gold or so).

Stuff I'd like but can't afford (or justify getting rid of other stuff for):
Holy Surge weapon (DMG II, 2,000 gp) an extra 2d6 holy damage Charisma times per day

Sudden Stunning Weapon (DMGII, pg 261, 2000 gp) reflex save to stun to a weapon. DC and uses per day are based on charisma

Smoking Weapon (LoD, pg 180, +1 enchantment), real concealment that doesn’t effect the users vision and a localized stinking cloud to discourage grappling.

Dread Necro spells (any 4 per day, CL 1): Bane, bestow wound*, cause fear, chill touch, detect magic, detect undead, doom, hide from undead, inflict light wounds, ray of enfeeblement, summon undead I*, undetectable alignment

Prepared Cleric Spells (CL3):
0th No Light (BovD 100), Detect Magic, Resistance, Read Magic
1st: Unseen Servant, Magic Weapon, Protection from Evil, Detect Secret Doors (D)
2nd: Spiritual Weapon, Resist Energy, Invisibility (D), Shroud of Undeath (seem undead, healed by neg. en., persistable, 10 min/lvl)

Summon Undead SLA: Hubert can summon either two shadows or one wraith 6 times per day. This is similiar to a Summon Monster spell, except that he adds his charisma modifier to the duration. I am using his cleric caster level for this, giving a duration of 8 rounds, but am not 100% sure this is correct. Using his MoS level would reduce it to 7 rounds.

Spell list and domain details:
Add the following spells to the cloistered cleric's class spell list: 0—message; 1st—erase, identify, unseen servant; 2nd—fox's cunning; 3rd—illusory script, secret page, tongues (reduced from 4th level); 4th—detect scrying; 6th—analyze dweomer; 7th—sequester; 9th—vision.

Trickery Domain
Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.

Spells
Disguise Self: Disguise own appearance.
Invisibility: Subject invisible 1 min./level or until it attacks.
Nondetection M: Hides subject from divination, scrying.
Confusion: Subjects behave oddly for 1 round/level.
False Vision M: Fools scrying with an illusion.
Mislead: Turns you invisible and creates illusory double.
Screen: Illusion hides area from vision, scrying.
Polymorph Any Object: Changes any subject into anything else.
Time Stop: You act freely for 1d4+1 rounds.

Divine Magician Spells: Shield, Command Undead, Arcane Sight

Buffing:

Day 1
Persistent Lesser Visage of the Deity (3rd), Persistent Arcane Sight (3rd), both extended via the Rod to last for 2 days.

Day 2
Death Knell (2nd), Persistent Shield (1st), Persistent Divine Favor (1st), Extended (via Rod) Favorable Sacrifice (1000 gp, 3rd, DR 10/magic, elemental resists 15, SR 11).

Shroud of Undeath would be useful for some adventures (2nd level, appear as undead, healed by neg. energy, 10 min/lvl, personal)
#30

betasquirrell

Jan 15, 2008 18:17:54
This is useless at lower levels, but are there any feats that might help with the shadow-summoning power? Quicken SLA?

And, also, Meyer William says he things that these things get Augment Summoning benefits (which do nothing). If that is so, and the ability is treated like a spell for purposes of feats/class features/whatever, then why not take the Summoner Domain and get an extra 2 rounds of duration?
#31

phaedrusxy

Jan 15, 2008 18:31:07
Quicken SLA is a good idea. I don't know what level it is considered, though.
#32

crimsondeath

Jan 15, 2008 19:31:57
So, after running Hubert through several challenges, I'm left wondering how I can help his shadows hit things. With only a +3 to hit, they still miss quite frequently even with their touch attacks. Since the duration on the summons is kind of short, this means often times they don't get the job done before they dissappear.

I thought of Persisting Bless and/or Prayer, but they are both [Mind Affecting], and so won't work on the undead. Hitting things with Tanglefoot bags, and having the shadows charge and/or flank works. I guess I could also Rebuke a spawn, and make an army of them, so I wouldn't have to worry about the durations, but since that cheese is unlikely to be tolerated in most games, lets skip that for now. What other things can you all think of?

I'm updating him to level 7. Here is what I've gotten right now. Suggestions are welcome.
Show

Hubert the Wannabe Wizard, level 7
Illumian (NaenHoon sigils, RoD), Cloistered Cleric (UA) 2/Dread Necro (HoH) 1/Master of Shrouds (LM) 4
True Neutral, Spontaneously Inflicts

Feat progression
1 Cloistered Clr1 Domains: Knowledge, Trickery and "Divine Magician (CMage)", Rebuke Undead, Spell Focus: Conj. (1), Augument Summoning (flaw), Extend (flaw)
2 DN Rebuke Undead, Martial Wpn Prof (Composite Longbow), Charnel Touch
3 CClr2 Practiced Spellcaster (Dread Necro)
4 MoS1 Extra Rebuking
5 MoS2 Summon Undead (Shadow)
6 MoS3 Persistent Spell
7 MoS4 Summon Undead (Wraith, or 2 Shadows)

Rebukes per day: 20 (1d20+9 for rolls, cleric level 6, dread necro level 5). (See the Guide to Turning for a discussion of how the different classes stack for Rebuking.)
NaenHoon sigils: Twice per day, Hubert can apply a metmagic feat to a spell while casting it without increasing the spell slot used. This costs him a number of Rebuke attempts equal to the normal spell slot increase for that metamagic feat.

Stats (25 pt. buy)
Int 10
Con 14 (13 +1 at 4th)
Dex 12
Str 08
Wis 16
Cha 12 (16 buffed)

Skills (ranks): Bluff +14(5), Disguise +14(5), Diplomacy +10(0), Hide +10(8), Knowledge (Religion) +5(5), Spellcraft +5(5), Concentration +14(10), Use Magic Device +7(1cc), (bonuses include MW tools, persistent buffs, and permanent magic items, but not consumable magic items)

Hit Points: 45
BAB/Grapple: +4/+3
AC: 20 (10+5armor+1dex+4shield)
Saves: Fort +6, Ref +2, Will +12
Attacks: +6 MW composite longbow (1d8-1), +3 Charnel Touch (1d8+1), +3 morning star (1d8-1)

Equipment (19658/19000): Handy Haversack (2000), Longspear (5), Cloak of Resistance +1 (1000), Headband of Conscious Effort (MIC 109, 2000gp), Circlet of Persuasion (4500), Lesser Rod of Extend (3000), morning star (8), +1 chainshirt (1250), MW composite longbow + 50 arrows (411), 2 vials holy water (50 gp), 2 alchemist's fires (40), 3 flasks of acid (30 gp), Wand of Faith Healing (20 charges, 300 gp), 1 scroll of Command Undead (150), 2 scrolls of Summon Swarm (300), 2 scrolls of Spectral Hand (300), 2 scrolls False Life (300), 2 scrolls of Unseen Servant (50), 1 scroll of Silence (150), 2 scrolls Invisibility (300), 1 scroll of Align Weapon (150), 4 tanglefoot bags (200 gp), 4 Wooden Holy Symbols (4), Disguise kit (50), 2 Everburning Torches with tight caps (220), MW tools for Hide, Bluff, Diplomacy, and Concentration (200), 2 Oils of Magic Fang (100), 2 Elixirs of Hiding (500, +10 comp. to Hide for 1 hr), silversheen (250), vial of Trollbane (Dungeonscape, 90gp), Anklet of Translocation, Feet (1,400gp. MIC, p. 71), other cheap adventuring gear (50 ft. silk rope, candles, chalk, paper, pen, ink, a couple of days rations, small mirror, waterskins, etc, all 50 gold or so).

Stuff I'd like but can't afford (or justify getting rid of other stuff for):
Holy Surge weapon (DMG II, 2,000 gp) an extra 2d6 holy damage Charisma times per day

Sudden Stunning Weapon (DMGII, pg 261, 2000 gp) reflex save to stun to a weapon. DC and uses per day are based on charisma

Smoking Weapon (LoD, pg 180, +1 enchantment), real concealment that doesn’t effect the users vision and a localized stinking cloud to discourage grappling.

Dread Necro spells (any 4 per day, CL 1): Bane, bestow wound*, cause fear, chill touch, detect magic, detect undead, doom, hide from undead, inflict light wounds, ray of enfeeblement, summon undead I*, undetectable alignment

Prepared Cleric Spells (CL3):
0th No Light (BovD 100), Detect Magic, Resistance, Read Magic
1st: Unseen Servant, Magic Weapon, Protection from Evil, Detect Secret Doors (D)
2nd: Spiritual Weapon, Resist Energy, Invisibility (D), Shroud of Undeath (seem undead, healed by neg. en., persistable, 10 min/lvl)

Summon Undead SLA: Hubert can summon either two shadows or one wraith 6 times per day. This is similiar to a Summon Monster spell, except that he adds his charisma modifier to the duration. I am using his cleric caster level for this, giving a duration of 8 rounds, but am not 100% sure this is correct. Using his MoS level would reduce it to 7 rounds.

Spell list and domain details:
Add the following spells to the cloistered cleric's class spell list: 0—message; 1st—erase, identify, unseen servant; 2nd—fox's cunning; 3rd—illusory script, secret page, tongues (reduced from 4th level); 4th—detect scrying; 6th—analyze dweomer; 7th—sequester; 9th—vision.

Trickery Domain
Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.

Spells
Disguise Self: Disguise own appearance.
Invisibility: Subject invisible 1 min./level or until it attacks.
Nondetection M: Hides subject from divination, scrying.
Confusion: Subjects behave oddly for 1 round/level.
False Vision M: Fools scrying with an illusion.
Mislead: Turns you invisible and creates illusory double.
Screen: Illusion hides area from vision, scrying.
Polymorph Any Object: Changes any subject into anything else.
Time Stop: You act freely for 1d4+1 rounds.

Divine Magician Spells: Shield, Command Undead, Arcane Sight

Buffing:

Day 1
Persistent Lesser Visage of the Deity (3rd), Persistent Arcane Sight (3rd), both extended via the Rod to last for 2 days.

Day 2
Death Knell (2nd), Persistent Shield (1st), Persistent Divine Favor (1st), Extended (via Rod) Favorable Sacrifice (1000 gp, 3rd, DR 10/magic, elemental resists 15, SR 11).

Shroud of Undeath would be useful for some adventures (2nd level, appear as undead, healed by neg. energy, 10 min/lvl, personal)
#33

phaedrusxy

Jan 16, 2008 12:25:56
Desecrate, or a Deadwalker's Ring. Also, the Necromantic Might feat from Libris Mortis.

Thanks for the suggestions. I guess I could use Desecrate, but that's more actions and spells that I'd have to use every fight that I need it in, and the shadows would have to stay within the spell's area for the whole fight.

The Deadwalker's Ring only gives them bonus hit points, and only works for things created by a spell.

Necromantic Might would require the use of two feats, one of which would screw up my own ability to command undead via Rebuking. I don't know if I'll ever use the old "spawn army" trick, but I'd like to leave it as a possibility.

I saw a ring from an online article (Dead Life) that gives you a permanent desecrate aura, but it is expensive as hell (~45000 gp).

Are there any more options?
#34

ronyon

Jan 16, 2008 21:51:16
How about Aid?
Use it with a reach weapon, with other shadows , other summons, or low hd disposable undead.
A Demoralizing attack, with a gang of
How about this: use your Unseen Servant to drop Marbles in the targets square. Dropping something is not an attack action.
For that matter , how about using the U.Servant to spread Oil, apply Lard(Dungeon Scape) and scatter Caltrops. Oleum(Sandstorm) also comes to mind.
Marbles seem best, since I think that they would make the target flat footed on a failed save.No Dex to Ac vs. a touch attack? tasty.

If you dont want to use the U.Servant a tiny undead would suffice for most of these tasks. I suggest monkeys, or the still born as both of these have hands...
Give them Tiny Tower or Hide shields and have them take full cover. Advancing under such cover puts them at little risk,(if you even care), and allows them to deliver the pay load to the target hex.

Ok, I have wandered way off into necro land, but consider one more thing:Mud.
It grants a +1 ac bonus, its free(Survival check to Craft), and its in RoF.
Slather it on an unarmored Zombi. Free AC Buff.
#35

phaedrusxy

Jan 17, 2008 15:48:03
That's a great idea. Where are the rules for marbles from? (Edit: Never mind. Arms and Equipment Guide. Fantastic. Thanks a bunch.)

I was thinking it would be nice to have some way to "attach" something moderately heavy to an enemy, too. That way, once I get them down to 1 Str, I can encumber them so bad that they can't move. I was thinking of using an oversized Net, but those only weigh 12 pounds, and so still wouldn't immobilize some things. I could have really used something like this against the werebear.
#36

ninja1

Apr 11, 2008 14:11:07
I saw a ring from an online article (Dead Life) that gives you a permanent desecrate aura, but it is expensive as hell (~45000 gp).

Are there any more options?

There is a lesser version that costs 4,395gp. It has a 6 hour duration and can be used three times per day.

I suppose if the 18 hours isn't good enough, one could cough up the 41,000 or so gp difference for the greater ring... or just buy a second lesser and swap out. :D

For those not in the "know", here's a linky:

Dead Life article
http://www.wizards.com/dnd/article.a...nd/dx20021031x


Edit:
I was thinking it would be nice to have some way to "attach" something moderately heavy to an enemy, too. That way, once I get them down to 1 Str, I can encumber them so bad that they can't move.

Sovereign Glue an anvil as a touch attack? :D
#37

zopzop

Apr 11, 2008 14:34:51
So, after running Hubert through several challenges, I'm left wondering how I can help his shadows hit things. With only a +3 to hit, they still miss quite frequently even with their touch attacks.

There's a spell in Book of Vile Darkness that boosts incorporeal undead's attack rolls, HP and AC by a good amount. The only downside is that it's wizard/sorc only (although you could use "Divine Magician" to take care of that) and I think it's a level 6 spell.

EDIT :

It's called "ectoplasmic enhancement".
#38

rabidpirateman

Apr 11, 2008 14:52:09
For the hitting thing... Archivist isn't that bad. Of course itll only work on specific types of things.
#39

phaedrusxy

Aug 11, 2008 15:00:24
Bump... because the archives are being deleted... and I don't want to bother moving this to another board.
#40

Midnight_v

Jan 25, 2009 7:51:39
Bump... because the archives are being deleted... and I don't want to bother moving this to another board.

Are you still working with this?
#41

phaedrusxy

Jan 25, 2009 12:18:46
Someone on BG took it over.