necropolitan control character

Post/Author/DateTimePost
#1

uhm_hoi

Feb 19, 2009 7:16:20
Hi everybody,

I have a question about optimizing this character.

It's for a campaign where the dm wanted to make a world based on all kinds of horror movies and she told us we could play undead characters... woohoo

I love builds that completely shut down the battlefield and builds that actually require me to think a little during a battle... My favorite character i made so far is an eldritch disciple using a spiked chain for tripping things and using divine metamagic to buff himself and cast stuff like hold person.

I wanted to do something like that, but as a necropolitan. A necropolitan has a couple of things i can exploid, especially when created by a dread necromancer near a desecrated shrine. In that case i would get my hd to d12 and get 4 additional hp per lvl and wouldn't have a constitution score. Also i would get +4 str and +4 dex. I would need str to hit and to win the str check after the trip attack and dex for the extra attacks of opportunity and extra AC at lower lvls. Then there would be 1 other score over which i could cast my spells. All in all, i would get a descend amount of HP regardless of what classes i take and i could completely **** up the rolls for the ability scores and still be able to play this character... So far so good.

There are a couple more things i want to try this time. As i was skimming through some books i came across the spellsword prestige class and instantly i got all kinds of cool ideas. The spellsword prestige class lowers the arcane spell failure chance and lets you channel spells into your weapon(s). To exploid that i was thinking of the stand still feat and storing ray of clumsiness in my weapon and using greater mighty wallop and greater magic weapon to lower the reflex save of my opponents and get the dc of the save very high. I also thougt a nice weapon for this would be the dire flail, i always thought of it as a cool weapon and it also gave me another idee... if i would be using a dire flail to make attacks of opportunity it might be possible to combine this with the double hit and the dire flail smash. The way im reading the feats it would be possible to combine double hit with standstill. A dire flail isn't a reach weapon, so i would need other ways to cover a descend area. I was thinking of inhuman reach and enlarge person to get a 15 foot reach. If there are easier or better ways to get some reach with a dire flail, please let me know. All that is going to cost me a lot of feats though so i guess im lucky the dm alowes everybody to take 2 flaws and i would have to make a human.

So all of that together I would be a human necropolitan with some fighter lvls, some wizard lvls, some spellsword lvls and i would be able to shut the battlefield down with stand still and dire flail smash in my opponents turn forcing a reflex save and a fortitude save, and i could use some nice spells in mine... animate weapon with a colossal spiked chain would be a pretty funny addition i guess.

That would get me the following build...
lvl1 Fighter1; Dire Flail proficiency, Weapon Focus, Combat Reflexes, Aberrant Blood, Inhuman Reach
lvl2 Fighter2; TWF
lvl3 Focused Transmuter1 with the fighter feat variant thingy; Mage Slayer, Extend Spell
lvl4 Focussed Transmuter2
lvl5 Focussed Transmuter3
lvl6 Focussed Transmuter4; Metamagic School Focus
lvl7 Spellsword1
lvl8 Spellsword2; ITWF
lvl9 Spellsword3; Stand Still
lvl10 Spellsword4
lvl11 Spellsword5
lvl12 Spellsword6; Double Hit
lvl 13 Spellsword7
lvl 14 Focussed Transmuter5; Power Attack
lvl 15 Eldritch Knight; Improved Sunder, Dire Flail Smash
lvl 16-20 finishing the spellsword, than back to eldrich knight i guess and taking maybe robilar's gambit at lvl18

The thing about this build is, I love the idea of forcing 3 saves as attacks of opportunity and be able to cast some lower lvl spells in my turn, but i hate the fact that it would take 15 lvls for me to accomplish al that while the dm told us that the campaign would end around lvl15-20.

First of all I would like to know if everything works together the way i think it does (double hit + standstill)
Also when upgrading a double weapon it's like upgrading 2 weapons, you have to pay for each side separately. Does channel spell also work that way? channeling a ray of clumsiness or similar spell in each side of the dire flail? And how does this effect buffs that target my weapon like greater mighty wallop? EDIT I already have an awnser to this and my expectations were confirmed. Double hit, stand still and dire flail smash do work the way I thought they do and I can channel 2 spells in a dire flail. The buffing also has to be done on each side separately

Does any1 have any suggestions for getting what i wanted with this build earlier/easier?