I've mostly statted the Dreadneck - Anton Sharp the Corpsetamer - and he's nasty indeed. I still have to work on his background.
I picked the following from Libris Mortis. Ivid, let me know if you allow these so I can finalize the build:
Feats:
Tomb-Tainted Soul: You are healed by negative energy like an undead, and harmed by postive energy such as cure spells.
(Note: That would allow me to heal myself at will using my Charnel Touch.)
Empower Turning: Multiply your turning or rebuking 'damage' (the total HD that can be affected) by 1.5.
Items:
Scepter of the netherworld: The holder of this rod is treated as 3 levels higher when turning or rebuking undead. Cost: 9000 gp.
A dread necromancer gets 'Advanced learning' at 4th level, which lets him add a 1st or 2nd level cleric or wizard necromancy spell to his spell list. All of the 1st and 2nd level necromancy spells in the PHB and HoH are already on the spell list, so to use this you'd have to go beyond core rules and HoH. Libris Mortis contains one spell that would qualify, ghoul glyph, but I mislike it. I once created the following spell for another game, so let me know if I could take this instead:
[sblock]Skull: Necromancy
Level: Clr 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Effect: Animated skull
Duration: 5 minutes/level
Saving Throw: N/A
SR: N/A
Animates an unattached, dead skull from a medium sized creature. The skull is an undead creature with 1d6 hit points, can fly at speed 10’, has an AC of 16, and can attack with a bite (+4 attack bonus, 1d4 damage). It has turn resistance equal to 2 + the caster level.
The animator can control the skull, but he can also allow another to control it. The controller must also be in contact with the skull when it is animated, and the animator must also touch the controller during the casting of the spell (not continuously, just at a certain point in the ritual).
The skull moves as directed by the controller. Such commands are telepathic and can be made as a free action, but are limited to one round of movement and attack/peace. If commanded to attack, it attacks any creature it sees within 5’, except for the controller, and attacks until instructed otherwise. It always moves silently.
Diminutive undead: ½ d12, AC 16 (+4 size, +2 natural), att bite +4 (+4 size), dam 1d4; init +4 (+4 improved init); (S 10, I 1, D 10, W 10, C -, Ch 1), move: fly 10’ (perfect), face/reach 1’x1’/0’; saves: fort +0, ref +0, will +2; align NE; SQ undead qualities, darkvision, TR 3; skill: spot +3; feat: improved initiative[/sblock]
I picked the following from Libris Mortis. Ivid, let me know if you allow these so I can finalize the build:
Feats:
Tomb-Tainted Soul: You are healed by negative energy like an undead, and harmed by postive energy such as cure spells.
(Note: That would allow me to heal myself at will using my Charnel Touch.)
Empower Turning: Multiply your turning or rebuking 'damage' (the total HD that can be affected) by 1.5.
Items:
Scepter of the netherworld: The holder of this rod is treated as 3 levels higher when turning or rebuking undead. Cost: 9000 gp.
A dread necromancer gets 'Advanced learning' at 4th level, which lets him add a 1st or 2nd level cleric or wizard necromancy spell to his spell list. All of the 1st and 2nd level necromancy spells in the PHB and HoH are already on the spell list, so to use this you'd have to go beyond core rules and HoH. Libris Mortis contains one spell that would qualify, ghoul glyph, but I mislike it. I once created the following spell for another game, so let me know if I could take this instead:
[sblock]Skull: Necromancy
Level: Clr 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Effect: Animated skull
Duration: 5 minutes/level
Saving Throw: N/A
SR: N/A
Animates an unattached, dead skull from a medium sized creature. The skull is an undead creature with 1d6 hit points, can fly at speed 10’, has an AC of 16, and can attack with a bite (+4 attack bonus, 1d4 damage). It has turn resistance equal to 2 + the caster level.
The animator can control the skull, but he can also allow another to control it. The controller must also be in contact with the skull when it is animated, and the animator must also touch the controller during the casting of the spell (not continuously, just at a certain point in the ritual).
The skull moves as directed by the controller. Such commands are telepathic and can be made as a free action, but are limited to one round of movement and attack/peace. If commanded to attack, it attacks any creature it sees within 5’, except for the controller, and attacks until instructed otherwise. It always moves silently.
Diminutive undead: ½ d12, AC 16 (+4 size, +2 natural), att bite +4 (+4 size), dam 1d4; init +4 (+4 improved init); (S 10, I 1, D 10, W 10, C -, Ch 1), move: fly 10’ (perfect), face/reach 1’x1’/0’; saves: fort +0, ref +0, will +2; align NE; SQ undead qualities, darkvision, TR 3; skill: spot +3; feat: improved initiative[/sblock]