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Oathbreaker Pally, Death Cleric, and Necro wizard in the same party......?
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<blockquote data-quote="Kristopher Campbell" data-source="post: 7180680" data-attributes="member: 6898420"><p><strong>necro experience</strong></p><p></p><p>I played a necromancer with the inspiring leader feat which allows my skele to survive pretty well. I would imagine only the necro would make undead because his undead would be better than anyone else. I would have loved to have an oathbreaker paladin adding cha damage to the undead he was near. </p><p></p><p>pros - with a ton of skele they crit like crazy, especially when they had advantage</p><p>pros - at the begining of the day they could rip through monsters. </p><p></p><p></p><p>cons - to make a big horde you have to cast all your slots in the morning to keep your control over them, and they slowly die throughout the day, meaning that at the end of the day you have very few skeletons and no slots left. I.e. you are very front loaded. super powered when you start and very weak at the end, which is usually the boss fight. </p><p>cons - take an extra 24 hours of prep time to get to full horde - not bad if your group can rest a day before moving on</p><p>cons - nothing helps the skele to hit so something that can grant advantage is clucth</p><p>cons - having 20 skele bogs down the combat quite a bit- so be fast and know your stats... and carry at least 5 d20 with you. this can be solved by breaking your skele into squads and commanding them to follow the verbal (free action) orders of a PC then letting them role the attacks for their squad, now everyone gets to be involved instead of waiting for you to resolve 20 attacks, you dm might let you merge undead into 1 or 2 units, but this really hurts their to hit and crit rate </p><p></p><p>dm let me re-raise undead that had been killed so finding corpses wasn't a problem after the first few levels.</p><p></p><p>my necro got mind controlled at one point so having a cleric that could insta-kill all the skeletons with rebuke undead was clutch, but an enemy with the same ability would have been devastating.</p><p></p><p>skele were fantastic as walls and damage absorbtion so that the party was pretty safe. the other members of the party could conserve resources so they were ready to nova on bosses since necro was usually near useless by end of the day. (most skele dead and slots already used to refresh army)</p><p></p><p>I would recommend oath-bringer use a reach weapon so that skele or zombies can stand in front of him to absorb damage</p><p></p><p>also DM allowed me to put armor and shields on my zombies this made zombies not completely useless but there were some questions about zombie proficiency that the DM swept under the rug...</p><p></p><p>edit - also acid splash was key to making skeletons instead of zombies</p></blockquote><p></p>
[QUOTE="Kristopher Campbell, post: 7180680, member: 6898420"] [b]necro experience[/b] I played a necromancer with the inspiring leader feat which allows my skele to survive pretty well. I would imagine only the necro would make undead because his undead would be better than anyone else. I would have loved to have an oathbreaker paladin adding cha damage to the undead he was near. pros - with a ton of skele they crit like crazy, especially when they had advantage pros - at the begining of the day they could rip through monsters. cons - to make a big horde you have to cast all your slots in the morning to keep your control over them, and they slowly die throughout the day, meaning that at the end of the day you have very few skeletons and no slots left. I.e. you are very front loaded. super powered when you start and very weak at the end, which is usually the boss fight. cons - take an extra 24 hours of prep time to get to full horde - not bad if your group can rest a day before moving on cons - nothing helps the skele to hit so something that can grant advantage is clucth cons - having 20 skele bogs down the combat quite a bit- so be fast and know your stats... and carry at least 5 d20 with you. this can be solved by breaking your skele into squads and commanding them to follow the verbal (free action) orders of a PC then letting them role the attacks for their squad, now everyone gets to be involved instead of waiting for you to resolve 20 attacks, you dm might let you merge undead into 1 or 2 units, but this really hurts their to hit and crit rate dm let me re-raise undead that had been killed so finding corpses wasn't a problem after the first few levels. my necro got mind controlled at one point so having a cleric that could insta-kill all the skeletons with rebuke undead was clutch, but an enemy with the same ability would have been devastating. skele were fantastic as walls and damage absorbtion so that the party was pretty safe. the other members of the party could conserve resources so they were ready to nova on bosses since necro was usually near useless by end of the day. (most skele dead and slots already used to refresh army) I would recommend oath-bringer use a reach weapon so that skele or zombies can stand in front of him to absorb damage also DM allowed me to put armor and shields on my zombies this made zombies not completely useless but there were some questions about zombie proficiency that the DM swept under the rug... edit - also acid splash was key to making skeletons instead of zombies [/QUOTE]
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Oathbreaker Pally, Death Cleric, and Necro wizard in the same party......?
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