Daughter of Urgathoa

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Diplomancer:
Male Human Wizard 5
LE Medium Humanoid (human)
Init +4; Perception +6
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Defense
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AC 10, touch 10, flat-footed 10
hp 30 (5d6)
Fort +1, Ref +1, Will +4
Speed 30ft (6sq)

Wizard Spells Prepared (CL 5):

3 (3/day) Deep Slumber (DC 20), Hold Person (DC 20) x2

2 (4/day) Hideous Laughter (DC 19) x2, Daze Monster (DC 19) x1, Darkvision

1 (5/day) Charm Person (DC 18) x2, Sleep (DC 18) x2, Memory Lapse (DC 18), Mage Armor

0 (at will) Daze (DC 17), Message, Mage Hand, Detect Magic, Prestidigitation (DC 15)

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Statistics
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Str 8, Dex 10, Con 10, Int 20, Wis 12, Cha 18
Base Atk +2; CMB +1; CMD 11

Feats:

1 Scribe Scroll (free)
1 Fast Learner (Racial)
1 Spell Focus (Enchantment)
3 Dynasty Founder
5 Improved Initiative
5 G. Spell Focus (Enchantment) (Bonus)

Traits: Fast-Talker, Influence, Overwhelming Beauty

Skills: Bluff +19, Diplomacy +19, Intimidate +15, Knowledge (arcana) +12, Knowledge (geography) +10, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nobility) +12, Perception +6, Sense Motive +6, Spellcraft +13

Languages: Common, Draconic, Infernal, Celestial, Abyssal

Special Qualities

Enchanting Smile (Su): +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level.
Overwhelming Beauty: +1 to Enchantment DCs against creatures that share at least one subtype
Dazing Touch (Sp): 7/day

Equipment
Circlet of Persuasion (+3 on CHA checks)
Headband of Vast Intelligence (+2)

Character is mostly set-up for roleplay and social situations, the party already has another pair of casters (One, a sorcerer, focusing on battlefield control and the other, a wilder, specializing in blasting).


In a couple of months, while our current game is winding down, we're going to be launching a new campaign starting at (most likely) level five and going to about 12-15 or thereabouts.

Given that the last game had my sorcerer focused on utilities and binding, I want to try a new approach on the whole micro-management approach. Minion-Master Necromancy.

Both the Juju Oracle and the Necromancy Specialist wizard have appeal, one gets loads of undead and the other gets bonus spells of the school. So my question to you is this, what would be the most effective path to traveling with an undead horde? How would you build this character? All official books are open, with some leeway for 3rdP so long as it is at least moderately balanced.

So far I've figured out that I either want to play a tiefling (using the fiendish heritage to get animate dead as an SLA or a human for the bonus feats. From there, what do the boards suggest so far as building this character up to level 3?

Edit 1 - I'm also being slowly tempted by a necro-warpriest of Urgathoa for melee-scythe fun. Thoughts?


Because it came up in my earlier thread, I'm curious. What do you all think are the best spells to use with Contingency. Naturally a Greater Teleport to get the heck out of dodge is a given, but what else? Greater Dispel Magic is tried and true, surely, but are there not other options as well?

Context is a Mythic-4 Character with room for 3 Contingencies, let's have the ideas!


The build is below as follows, but I'm asking if anyone thinks that anything should be adjusted (Spells Known, Item distribution, etc). Our DM is giving us roughly 3 months of downtime, so I plan to use it fully to craft, retrain, exchange spells as needed.

Looking for advice/feedback/et al.

Straid:

Male Human Sorcerer 17
CN Medium Humanoid (human)
Init +24; Senses darkvision; Perception +24
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Defense
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AC 32, touch 20, flat-footed 27 (+7 armor, +5 Dex, +5 natural, +5 deflection)
hp 221 (17d6+85+34 false life)
Fort +15, Ref +15, Will +17
Speed 40 Fly

Sorcerer Spells Known (CL 18 / 19 if Evil):

8 (6/day) Greater Shadow Evocation(DC 33), Moment of Prescience, Greater Planar Binding(DC 33), Mind Blank, Polymorph Any Object (DC 35), Power Word Stun, Binding (DC 35)

7 (8/day) Greater Teleport, Greater Shadow Conjuration (DC 32), Spell Turning, Insanity (DC 34), Plane Shift (DC 32), Greater Polymorph

6 (9/day) True Seeing, Repulsion (DC 31), Chain Lightning (DC 31), Flesh to Stone (DC 33), Disintegrate(DC 33) (Mythic), Greater Dispel Magic, Mass Suggestion (DC 33)

5 (9/day) Overland Flight, Baleful Polymorph (DC 32), Wall of Stone, Wall of Force, Telekinesis, Contingency (Mythic)

4 (9/day) Dimension Door, Dragon's Breath (DC 29), Dimensional Anchor, Greater Invisibility, Charm Monster (DC 31), Resilient Sphere (DC 29), Enervation, Ball Lightning (DC 29)

3 (10/day) Magic Circle against Evil, Clairaudience/Clairvoyance, Dispel Magic, Haste, Fireball (DC 28), Slow (DC 30)

2 (10/day) Stone Call, Resist Energy, False Life (Mythic), Mirror Image, Command Undead (DC 27), Invisibility, See Invisibility

1 (10/day) Liberating Command, Shield, Magic Missile, Identify, True Strike, Disguise Self, Feather Fall (DC 28), Infernal Healing

0 (at will) Arcane Mark, Disrupt Undead, Message, Light, Mage Hand, Open/Close (DC 27), Detect Magic, Mending, Prestidigitation (DC 27)

Long Duration Buffs: Overland Flight, False Life, Mind Blank, Moment of Prescience, Contingency (Greater Teleport in the event of helplessness.)

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Statistics
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Str 9, Dex 20, Con 20, Int 23, Wis 14, Cha 38
Base Atk +6; CMB +6; CMD 26

Str: 7 base + 2 ioun stone = 9
Con: 14 base + 6 enhance = 20
Dex: 14 base + 6 enhance = 20
Int: 14 base + 6 enhance + 3 age = 23
Wis: 11 base + 3 age = 14
Cha: 16 base + 2 race + 3 age + 6 enhance + 4 mythic + 4 level + 3 Wish = 38

Feats:

1 Eschew Materials (free)
1 Noble Scion (Scion of War)
1 Improved Initiative
3 Piercing Spell
5 Persistent Spell
7 Spell Focus (Enchantment) (Bloodline Feat)
7 Greater Spell Focus (Enchantment)
9 Dazing Spell
11 Quicken Spell
13 Improved Counterspell (Bloodline Feat)
13 Spell Parry
15 Spell Perfection (Chain Lightning)
17 Spell Penetration

Mythic Path Abilities: (Archmage - Wild Arcana)
Longevity
Enduring Armor
Component Freedom
Mythic Spellpower

Mythic Feats:
Extra Path Ability - Crafting Mastery
Mythic Spell Lore

Traits: Magical Lineage (Chain Lightning), Reactionary

Skills: Bluff +35, Diplomacy +32, Fly +25, Knowledge (arcana) +26, Knowledge (planes) +26, Perception +24, Spellcraft +26, Use Magic Device +23

Languages: Common, Draconic, Infernal, Abyssal, tongues

Special Qualities

Metamagic Adept 4/day (applying MM doesn't increase casting time)
Arcane Bloodline: +1 spell DC if MM feat is applied.

Following Spell have been made Permanent:
See Invisibility
Darkvision
Tongues
Arcane Sight

Equipment

Headband of Mental Prowess (Int & Cha +6)
Belt of Physical Might (Dex & Con +6)
Cloak of Resistance +5
Ring of Freedom of Movement
Ring of Protection +5
Amulet of Natural Armor +5
Rod of Absorption (50 spell levels)
Sandals of Quick Reaction
Eyes of the Eagle
Handy Haversack
4 8th Level SpellPages
Robe of The Summit (Robe of Xin-Shalast)
Orb of Foul Abaddon (+1 CL)

Ioun stone (orange prism) (+1 Caster Level)
Ioun stone (magenta prism)) (+2 Strength)