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    Default Necromancer Rough Draft

    I've been tossing around the idea of a necromancer lately and decided to plot one out on the CharGen. I will confess to having neer played a spell caster in DDO so I can't be 100% certain about the nuances of the build fundamentals. This is where you, the DDO community come in to help me out. Also I must confess to having a penchant for theme / RP based builds so some of my class / skill / feat / spell selections may seem awkward.

    It has been my experience in the past, when in PNP / RP groups that the path of the necromancer is one of secrecy and one of social outcast. Furthermore, humans tend to walk that path more than any other race, since their lifespan is alot shorter than the demihuman races. The ancient Egyptian ethos in particular is full of holy men / viziers who constantly try to cheat death. With these things in mind I chose to build a former cleric who knows that his mortality is finite and chose to explore options to keep him around well passed his expiration date. Unfortunately prestige classes aren't in the game. If they were I'd be eyeing the Dread Necromancer template or the Lich / Demilich templates as well.

    Nonetheless, I present to you Setra The Imperishable

    Code:
    Character Plan by DDO Character Planner Version 2.85
    DDO Character Planner Home Page
    
    Level 16 True Neutral Human Male
    Setra The Imperishable
    (2 Cleric \ 14 Wizard) 
    Hit Points: 192
    Spell Points: 1221 
    BAB: 8\8\13
    Fortitude: 11
    Reflex: 11
    Will: 17
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 16)           (Level 16)
    Strength              8                 10                   10
    Dexterity            12                 14                   14
    Constitution         14                 18                   18
    Intelligence         16                 20                   24
    Wisdom               16                 18                   20
    Charisma             10                 12                   12
    
    Tomes Used
    +2 Tome of Strength used at level 1
    +2 Tome of Dexterity used at level 1
    +2 Tome of Constitution used at level 1
    +2 Tome of Intelligence used at level 1
    +2 Tome of Wisdom used at level 1
    +2 Tome of Charisma used at level 1
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 16)          (Level 16)
    Balance               2                  8                    8
    Bluff                 1                  1                    1
    Concentration         7                 23                   23
    Diplomacy             1                  4                    4
    Disable Device        n/a               n/a                   n/a
    Haggle                1                  1                    1
    Heal                  8                 24                   24
    Hide                  2                  2                    2
    Intimidate            1                  1                    1
    Jump                  2                  9                    9
    Listen                4                  5                    5
    Move Silently         2                  2                    2
    Open Lock             n/a               n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair                4                  8                    8
    Search                4                  7                    7
    Spot                  4                  5                    5
    Swim                  2                  3                    3
    Tumble                4                 11                   11
    Use Magic Device      3                 10                   10
    
    Level 1 (Cleric)
    Skill: Concentration (+4)
    Skill: Heal (+4)
    Skill: Jump (+2)
    Skill: Swim (+2)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+2)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Feat: (Human Bonus) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency (ALL)
    Feat: (Automatic) Sneak
    Feat: (Automatic) Turn Undead
    Spell (1): Bane
    Spell (1): Bless
    Spell (1): Cause Fear
    Spell (1): Command
    Spell (1): Cure Light Wounds
    Spell (1): Divine Favor
    Spell (1): Doom
    Spell (1): Inflict Light Wounds
    Spell (1): Nightshield
    Spell (1): Nimbus of Light
    Spell (1): Obscuring Mist
    Spell (1): Protection From Evil
    Spell (1): Remove Fear
    Spell (1): Shield of Faith
    Spell (1): Summon Monster I
    
    Level 2 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Defensive Fighting
    Enhancement: Human Versatility I
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Extra Turning I
    
    Level 3 (Wizard)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Insightful Reflexes
    Feat: (Automatic) Inscribe Scroll
    Spell (1): Ray of Enfeeblement
    Spell (1): Expeditious Retreat
    Spell (1): Chill Touch
    Spell (1): Charm Person
    Spell (1): Jump
    Spell (1): Magic Missle
    Spell (1): Shield
    Enhancement: Human Improved Recovery I
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Cleric Wisdom I
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Swim (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (1): Niac's Cold Ray
    Spell (1): Mage Armor
    Enhancement: Human Versatility II
    Enhancement: Wizard Intelligence I
    
    Level 5 (Wizard)
    Skill: Balance (+2)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Spell (2): Resist Energy
    Spell (2): Scorching Ray
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Wizard Lineage of Elements I
    
    Level 6 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Feat: (Selected) Extra Turning
    Spell (2): False Life
    Spell (2): Otto's Resistable Dance
    Enhancement: Human Improved Recovery II
    Enhancement: Wizard Elemental Manipulation II
    
    Level 7 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Feat: (Wizard Bonus) Empower Spell
    Spell (3): Haste
    Spell (3): Displacement
    Enhancement: Human Versatility III
    Enhancement: Wizard Energy of the Scholar II
    
    Level 8 (Wizard)
    Ability Raise: CON
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+2)
    Spell (3): Fireball
    Spell (3): Ray of Exhaustion
    Enhancement: Wizard Intelligence II
    
    Level 9 (Wizard)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Skill: Tumble (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Mental Toughness
    Spell (4): Wall of Fire
    Spell (4): Stoneskin
    Enhancement: Wizard Elemental Manipulation III
    
    Level 10 (Wizard)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Spell (4): Phantasmal Killer
    Spell (4): Enervation
    Enhancement: Human Versatility IV
    
    Level 11 (Wizard)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    Spell (5): Cloudkill
    Spell (5): Dominate Person
    Enhancement: Human Improved Recovery III
    
    Level 12 (Wizard)
    Ability Raise: CON
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Mental Toughness
    Feat: (Wizard Bonus) Maximize Spell
    Spell (4): Dimension Door
    Spell (4): Bestow Curse
    Enhancement: Wizard Energy of the Scholar III
    
    Level 13 (Wizard)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    Spell (6): Greater Heroism
    Spell (6): Create Undead
    
    Level 14 (Wizard)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Use Magic Device (+2)
    Spell (6): True Seeing
    Spell (6): Disintegrate
    Enhancement: Wizard Intelligence III
    
    Level 15 (Wizard)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Jump (+1)
    Skill: Tumble (+1)
    Feat: (Selected) Toughness
    Spell (7): Otto's Sphere of Dancing
    Spell (7): Finger of Death
    Enhancement: Human Adaptability Intelligence II
    
    Level 16 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Heal (+1)
    Skill: Repair (+1)
    Skill: Use Magic Device (+1)
    Spell (7): Delayed Blast Fireball
    Spell (6): Mass Suggestion
    Enhancement: Wizard Elemental Manipulation IV
    Enhancement: Wizard Subtle Spellcasting I
    Enhancement: Wizard Subtle Spellcasting II

    Adjusted Stats

    STR : 10
    DEX : 14
    CON : 24
    INT : 30
    WIS : 20
    CHA : 18


    Gear Worn ( Optimum set up )

    Head-----Greensteel Helm ( +45 HP , +6 CON Skills , Stoneskin (2/day) , +5 Protection , Heavy Fortification )
    Eyes-----+6 INT Goggles
    Neck-----Green Steel Neckalce ( Wizardry 6 , +6 INT Skills , +150 SP , Symbol of Weakness 3/day , Slay Living Guard On Hit Kills live enemy DC 30 Fort save for 3d6 dmg
    Trinket---Head of Good Fortune ( +2 Good Luck, Moderate Fortification )
    Back-----+6 CHA Cloak
    Body-----Blue Dragonscale Robe ( +4 Armor, Potency VII, Greater Arcane Lore, Spell Pen VII, Greater Lightning Resistance )
    Waist----+6 CON Belt
    Arms-----Necromancy Focus Bracers
    Gloves---Green Steel Weave Gloves ( All Immunities / Deathblock / Symbol of Weakness 3/day / Slay Living Guard )
    Feet-----Boots of the Innocent ( Resistance +5, Striding 15% )
    Finger1--Anathema ( Magi, Evocation Focus )
    Finger2--Seal of the Earth ( Natural AC +3, Acid Resistance, Stoneskin (level 12 caster, 3/day, self only )
    Held1----
    Held2----

    Saves
    F / R / W /
    11 / 11 / 17---Taken from Above
    +3 / +0 / +0---+6 CON Necklace
    +5 / +5 / +5---Boots of The Innocent
    +2 / +2 / +2---Head of Good Fortune ( Luck Bonus )
    +4 / +4 / +4---Greater Heroism
    +1 / +1 / +1---Nightshield
    ______________
    26 / 23 / 29 These are acceptable to me.
    Last edited by Orrick The Undying; 05-24-2008 at 12:41 PM.

    Crown Prince of Mistells of Gravis Negotium " Serious typos are my business "
    My Squad: Yorrick, Nodri, Angron, Jaghati, Subedei, Scheherazade, Namhari

    The Gelatinous Cube is the President of my fanclub

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