D&D General A paladin just joined the group. I'm a necromancer.

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1) Next time you have an issue, you should report the post, rather than use the mention feature. I am not the only moderator who can deal with your issue, and the proper feature gives us documentation back in the mods only spaces.

Sorry man, I did not want the thread shut down, that has gone on for multiple pages, and you had already been in the thread.

I was actually, interested in your opinion, as often times you give good posting advice, without going into full moderator mode.

Mea Culpa.
 

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I never bother with Alignment, there is no value in it as far as I have ever been able to tell. So, actually, I can't agree with you that there are things that would change it, because that would require me to use it.

I can agree that there are evil acts, there are unforgivable acts, but that is about as far as we could get on an agreement.
In that case, why does it matter that the Animate Dead spell is technically an evil act by default? You don't even have to tweak anything: you can just ignore that aspect if alignment is largely irrelevant.

I certainly wouldn't regard simply casting the spell as an "unforgivable"-level act.
 

In that case, why does it matter that the Animate Dead spell is technically an evil act by default? You don't even have to tweak anything: you can just ignore that aspect if alignment is largely irrelevant.

I certainly wouldn't regard simply casting the spell as an "unforgivable"-level act.

Try the spell as a player in a Ravenloft campaign I master and you might get more than you wished for (depending on a case by case up to a small zombie apocalypse but always without upfront warning) :P
 

Those weren't his. They were the Emperors.


Perhaps that's where the issue lies. The Mafia is the classic example of a LE society.

Id always thought of the Mafia as more Neutral Evil than Lawful, well at least Id consider both Scarface and Michael Corleone to both be NE

Nazis, Murder Cults and Global Mega Corporations are Lawful Evil
 

Necrodin sounds good to me! Hrrm. What would be a good way to build it?
The problem with this and @Coroc 's idea in my eyes is that if any class should be banned outright from multiclassing it's Paladin: you're devoting so much of your time and effort to being a Paladin that you simply don't have the time or energy for anything else.
 

The problem with this and @Coroc 's idea in my eyes is that if any class should be banned outright from multiclassing it's Paladin: you're devoting so much of your time and effort to being a Paladin that you simply don't have the time or energy for anything else.

As I do not like MC especially in 5e which offers pseudo MC via background or classes like AT or EK anyway
I agree 100%. In case of someone allowing it Pally does eventually harmonize with fighter or cleric, maybe bard but what's the point of it?
 

Id always thought of the Mafia as more Neutral Evil than Lawful, well at least Id consider both Scarface and Michael Corleone to both be NE
The Mafia is all about family, loyalty, rules, order. It's called ORGANIZED crime for a reason. ;)

You can have individuals who are NE or even CE, though the CE ones tended to disrupt things and ended up being "removed," but the society was very LE.
 

Necrodin sounds good to me! Hrrm. What would be a good way to build it?
Well, let's see.

I would go paladin 2, then wizard 6, then paladin the rest of the way. Starting in paladin gives you some much-needed armor proficiency (you are seriously MAD, the last thing you want is to need Dex for AC), and paladin 2 grants you smite, a fighting style, and +1 caster level for determining spell slots.

Your big weakness will be that you don't get Extra Attack until level 11, which hurts badly. You will have to make up that loss with magic; first with green-flame blade and booming blade, second with a powerhouse smite every time you score a crit, and third with your army of undead minions. (Edit: Removed suggestion for PAM since it doesn't work with weapon cantrips.)

Now, I am assuming here that you want to take the Necromancy tradition for maximum undead. If you go Bladesinger instead, you get Extra Attack at level 8 instead of 11, plus assorted other benefits; the down side is that your undead are far weaker.

Also, see if you can homebrew up a custom feat that will allow you to draw power from the anger of people who were fans of AD&D and 3E paladins. That alone will make you invincible. :)
 
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In that case, why does it matter that the Animate Dead spell is technically an evil act by default? You don't even have to tweak anything: you can just ignore that aspect if alignment is largely irrelevant.

I certainly wouldn't regard simply casting the spell as an "unforgivable"-level act.

Because people were posting how it is unredeemably evil, how necromancers even acting for good would be damned to the Nine Hells, and how there is no way by RAW to be use Animate Dead for good (I believe it is you who loves the landmine analogy even though I find it very lacking)

Heck, we've still got the evil plant life line unresolved.

Considering I've been able to show multiple RAW reasons that Necromancy might not be inherently evil, and many of the arguments seem to come from a place of "but this is how it is", I responded. Don't have to use Alignment to discuss things like this.

Well, let's see.

I would go paladin 2, then wizard 6, then paladin the rest of the way. Starting in paladin gives you some much-needed armor proficiency (you are seriously MAD, the last thing you want is to need Dex for AC), and paladin 2 grants you smite, a fighting style, and +1 caster level for determining spell slots.

Your big weakness will be that you don't get Extra Attack until level 11, which hurts badly. You will have to make up that loss with magic; first with green-flame blade and booming blade, second with a powerhouse smite every time you score a crit, and third with your army of undead minions. (Edit: Removed suggestion for PAM since it doesn't work with weapon cantrips.)

Now, I am assuming here that you want to take the Necromancy tradition for maximum undead. If you go Bladesinger instead, you get Extra Attack at level 8 instead of 11, plus assorted other benefits; the down side is that your undead are far weaker.

Also, see if you can homebrew up a custom feat that will allow you to draw power from the anger of people who were fans of AD&D and 3E paladins. That alone will make you invincible. :)

As much as it may cause frothing at the mouth, with the Class Variant UA Warlocks now have access to Animate Dead.

With that you could go Hexblade instead of wizard, remove some MADness, and you get the spectre ability at level 6 Hexblade which could fit well into the theme you are building here.

(A note just because. I had a friend who played a Hexblade, his "warrior skill" came from the fact that he was possessed by a Ghost of a great warrior. The 6th level ability was the ghost using the energy release of a soul passing through the veil from the enemy falling in battle, to materialize himself. So, it is possible to do a version of the 6th level Hexblade ability without enslaving the soul of people you kill. )
 

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