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RJK's Cairn of the Skeleton King: OOC-Chat

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]
 

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zoons said:
Sorry about the long backstory. I kind of got swept up in the moment. I'll concentrate on the nuts and bolts a little better over the next few days. Then I'll add the short version of the backstory.

No, why? - That's cool! There more you build around your character, the better for the game! :)

kinem said:
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.

...

I once created the following spell for another game, so let me know if I could take this instead:

No problem, as far as I am concerned. He'll be terribly devastating, but, hey, he isn't a necromancer for nothing, is he? :)
 

I am working on Timrek. The problem is that my books are all at home, but I do most of my Enworlding from work, where I'm limited to the SRD.
 


Which is lucky for me, because I've got just enough time to respond to existing PbP games, but not for generating a new character. Probably in a couple of days.
 


Would "races of the dragon" and or "complete divine" be allowed? If so I'll weigh in with Titus Moraphim Sebastion "Battlehammer" 7th lvl dragonborn (bronze) cleric (human) of war & travel.
 

A Dragonborn could fit into the WL setting pretty well, so no problem for me! :)

Now, I don't have complete divine, but if you explain me the powers your PC draws from it, no problem as well.
 

Would the circlet of persuasion (+3 on all charisma based checks) lend its bonus to turning checks and damage (since they are both charisma based checks)?

@ Kafkonia - you might want to consider "extra inhilation" feat from races of the dragon. It lets you use your breath weapon every 1D4 rounds instead of 1/day.
 
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