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Masters of the Arcane

No umbridge on my part Walking Dad. I admit to being something of a tinkerer when it comes to character building always trying to tweak, etc. I enjoy it, but I also enjoy roleplay and always have elaborate backstories for my characters - which are often inspired by the unsual build concepts.

At the end of the day DnD is about having fun and part of that fun, for me at least, is building characters and seeing if I can produce something unique and interesting - and yes usualy pretty powerful. I certainly hope that my characters do not lessen anyone elses fun, but if they fall within the rules of the game I find it hard to feel guilty aout making a powerful character.

As to Dread Necromancer spells to impress a crowd I would consider using planar binding to summon some hapless, but impressive Outsider and then having Summned Undead buffed with your higher level spells tear it apart a veritable horde of Mumys and Wights.

Both Beguiler and Dread Necromancer are somewhat problematic though because they are essentially super specialists lacking the full power of the chunkier spell lists; both classes have also been imo inadequetly catered for ater their initial release. On the offchance that it is the Lichdom that appeals, it often is for my friends who wish to play Dread Necromancers though there are many things to recommend the class, you might want to consider the Walker in the Waste from Sandstorm (assuming its allowed). This gives you full access to either the Cleric or Druid spell list and some fantastic abilities including becoming a Dry-Lich, though you do loose two levels of spellcasting.

In regards to Halford's Druid level I will say that had the character been created organically I would have instead devoted a good deal of effort to learning Druidic, by say paying ex-Druids or torturing and dominating Druids - hey he's evil. He would then have attempted to use his bluff skills to appear to be a Druid before the College council in order to gain entry. However, given the circumstances of this game I felt that approval for this might be somewhat unlikely...
 
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Halford said:
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As to Dread Necromancer spells to impress a crowd I would consider using planar binding to summon some hapless, but impressive Outsider and then having Summned Undead buffed with your higher level spells tear it apart a veritable horde of Mumys and Wights.

...
My post shoudn't offend you.

Planar binding: Hard to do with no magic circle on the spell list ;)
 
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And I'm really offended, I just recognize the legitimacy of the concern. Its no fun being significantly less powerful than members of the group, but at the same time is awkward telling someone that their character is too powerful and has to be toned down. Things are generally easier if a group has a common level of power, but that doesn't often happen. I generally just settle for doing what I want if it is within the permitted guidelines and let the DM tell me whether its permissable or not.

Good grief, you are right, and there I go assuming that they would have magic circle becuase otherwise having planar binding is completely pointless... *sigh*

On a unrelated note, I am somewhat surprised that no one has even mentioned considering the excellent Initiate of the Sevefold Veil one of my all time favorite Arcane Prestiege classes. Ultimate Magus from Complete Mage is also well worth considering for those looking for cool character concepts.
 
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Well if you want to let me in on it I could daze, charm, hold, dominate, or Geas, it for you. :)

I just want to be good at diplomacy and getting others to fight my battles for me if I can't stop them from happening in the first place.
 
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Well how about bringing in some animated Undead, they are not magic items. A few Dragon skeletons a Wraith or two? Trouble is most of the Dread Necromancers spells are deadly rather than flashy so you'd really need something to kill...
 

I did give serious consideration to the initiate of the Seven Fold Veil class. It has a lot of interesting abilities. With all the prestige classes and races out there, the possibilities are nearly endless. I even gave serious consideration to a wizard specializing in enchantment. One of the games I play in once went up against an evil wizard enchanter. We got our butts kicked. We were all around level 11 or 12 at the time and the save DCs for the spells were really high. The wizard had an INT of around 30 after buffs. Add to that spell focus and greater spell focus, it wasn't pretty. Many of us fell victim to suggestion or Geas spells. We all had a great time in that adventure though because the NPC bad guy was very different than any we had fought before.
 

Halford said:
Well how about bringing in some animated Undead, they are not magic items. A few Dragon skeletons a Wraith or two? Trouble is most of the Dread Necromancers spells are deadly rather than flashy so you'd really need something to kill...
Hell, I will be playing the DN. It is perhaps a good test to see his one class performance against optimized builds :D

Any suggestions for my two missing feats and/or spells for advanced (or eclecting learning?

Feats:

1 ?
3 Eschew Materials
6 Imp. Turn Resistance
9 Sickening Grasp (Complete Mage 46)
12 Rapid Metamagic
15 Quicken Spell
18 ?
 

Drow druid WIP

Kinslath Vorextor
Drow druid 18
NE
Str 8
Dex 10
Con 16
Int 13
Wis 25
Cha 13

HD 18d8+48
AC 10
F +14 R +6 W +15 (+4 vs fey spell-like abilities, +2 on Will saves against spells and spell-like abilities, +2 on will saves against enchantment spells or effects)
Init +4
BAB +12 Grapple +12
Attack +12

Feats: Danger Sense, Extra Wildshape, Improved Initiative, Improved Elemental Wildshape, Multiattack, Natural Spell, Track,

Skills:
Concentration 21 ranks +3 con = +24
Knowledge Nature 21 ranks +1 int +2 nature sense = +24
Listen 7 ranks +6 wis +2 racial = +15
Search 7 ranks +1 int +2 racial = +10 (auto check when within 5' of secret doors)
Spellcraft 21 ranks +1 int = +22
Spot +6 wis +2 racial = +8
Survival 21 ranks +6 wis +2 nature sense = +29


Age Venerable (timeless body)
Speaks: Common, Druid, Elven, Undercommon,

Sleep Immunity
Darkvision 120'
Spell Resistance 29
Light Blindness:
1/day Dancing Lights, Darkness, Faerie Fire
Wild Empathy +18
Woodland Stride
Trackless Step
Wildshape 8/day tiny-huge animals/plants, 3/day small-huge elemental
Venom Immunity
Thousand Faces
Timeless Body
Animal Companion: Underdark Dire Tiger.

Spells: DC 16+ spell level
6, 7, 7, 7, 6, 5, 5, 4, 3, 2,

Equipment:
Black spider silk robes.
Rothe Hide boots.
 
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How about craft feats we were told we would have time to use them afterall. Scribe Scroll is invaluable as is Craft Wonderou Item and Craft Wand, heck at our level even Craft Ring or Rod.
 

Halford said:
How about craft feats we were told we would have time to use them afterall. Scribe Scroll is invaluable as is Craft Wonderou Item and Craft Wand, heck at our level even Craft Ring or Rod.
Good idea. He got Craft Wonderous Item as a bonus feat already.
 

Into the Woods

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