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I don't understand the somewhat arbitrary separation of "you" and "your weapon". I mean you don't roll separately for your weapon every time you get hit by a fireball. I think you can see "you" as both inclusive of your weapon or separate from it, this is where the heart of the argument lies in terms of RAW. And I can see an argument being made for both.

In terms of RAI the very fact they have included the "all purposes" clause indicates use outside of the obvious, in which I feel this would fall.

In terms of balance? I have no issue with it. Bane weapons have a lovely feel with rangers anyway and I see this spell as a nice way to temporarily overcome the usual limitations of a powerful but often frustrating combat feature. (Favored enemy gnome or undead gee I wonder goodbye role-playing flavor)


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So I'm building a necromancer for an upcoming game. I don't know what the start level is yet so i'm trying to get a general game plan down. So far,

Ophelia Duskwing
Aasimar Cleric (Undead Lord)
Cha>Wis>Con>Int>Dex>Str

Feats
B Command Undead
1 Spell Focus Nec
3 Improved Channeling
5 Undead Master
7 Additional Trait (Sacred Conduit & Gifted Adept)
9 Reach Spell
10B Quick or Extra Channel
11 Persistent or Extend Spell
13 Quicken Spell
15 SPELL PERFECTION (Animate dead)
17 SPELL PERFECTION (???)
19 SPELL PERFECTION (???)

Good Items
Bead of Karma Smiting
Phylactery of Neg Energy
???

Notes
High channeling. Capable of healing myself and harming enemies at the same time with a high DC for it and Command Undead. (which i'll need for them juju zombies later on)

Spell Perfection will allow me to turn the +4 bonus from undead master into a +8. As well as being able to use it as a swift action via a free quicken.

Can't really decide between persistent or extend for 11th level. Extend works wonders on clerics but persistent is pretty nasty.

Anything I'm missing here? Any additional caster level buffs would be lovely. Beyond that any advice into making this nasty mother even nastier would be much appreciated.


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Does it add four to your effective level for just the creation of the undead or for both the creation and control?

Undead Master

Spoiler:
You can marshal vast armies of the undead to serve you.

Prerequisites: Spell focus (necromancy), the ability to cast animate dead or command undead.

Benefit: When you cast animate dead or use the Command Undead feat, you are considered to be four levels higher when determining the number of Hit Dice you animate. When you cast command undead, your duration is doubled.

Animate Dead

Spoiler:
This spell turns corpses into undead skeletons or zombies that obey your spoken commands.

The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again.

Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit.

The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.