Hello everybody,
I'm building a "white" necromancer for a new campaign I'm going to play.
What do you think about it?
Some considerations:
1) I took spell focus necromacy as a prerequisite to Sleleton Summoner.
2) Weapon cord is used to offset haunted curse penalties. Hope it works! Spiked gauntlets are for fun, mostly.
3) I'd like to specialize in undead summoning rather than in undead creation (no cost and easy to hide)
4) What about eldritch heritage? Could it be worthy? I was thinking about arcane bloodline for optimization, or infernal for flavour.
5) Second feat is extra revelation for added low-level options. My DM allow one retrain for level, so the idea is to swap it later.
6) What about the abilities? We're using 20 pt buy. Maybe I'll bump strenght down a couple of points to pump dexterity or wisdom.
7) I took the haunted curse for powers, and the legalistic for RP and almost no mechanical disadvantages, even if left at original status (i.e. dual curse disadvantage).
Denzmar
Male Human Oracle (Dual-Cursed Oracle) 1
LN Medium Humanoid (human)
Init +1; Senses Perception -1
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Defense
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AC 16, touch 11, flat-footed 15 (+4 armor, +1 shield, +1 Dex)
hp 9 (1d8+1)
Fort +1, Ref +1, Will +1
Resist Raise the Dead (1 HD) (1/day)
Weakness Haunted
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Offense
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Speed 20 ft.
Melee Cold Iron Gauntlet, Spiked +2 (1d4+2/x2) and
. . Dagger +2 (1d4+2/19-20/x2) and
. . Morningstar +2 (1d8+2/x2) and
. . Silver Gauntlet, Spiked +2 (1d4+1/x2)
Ranged Sling +1 (1d4+2/x2)
Oracle (Dual-Cursed Oracle) Spells Known (CL 1, +2 melee touch, +1 ranged touch):
1 (4/day) Cause Fear (DC 16), Obscuring Mist, Cure Light Wounds (DC 15)
0 (at will) Stabilize, Mage Hand, Create Water, Ghost Sound (DC 14), Detect Magic, Light
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Statistics
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Str 14, Dex 12, Con 13, Int 12, Wis 8, Cha 18
Base Atk +0; CMB +2; CMD 13
Feats Extra Revelation, Spell Focus (Necromancy)
Traits Bully, Dangerously Curious
Skills Acrobatics -3, Climb -2, Diplomacy +8, Escape Artist -3, Fly -3, Heal +3, Intimidate +9, Knowledge (planes) +5, Knowledge (religion) +5, Ride -3, Stealth -3, Swim -2, Use Magic Device +9
Languages Common, Infernal
SQ Heart of the Wilderness +0, Legalistic, Misfortune, Vow to Self (1/day), Weapon Cord
Combat Gear Buckler, Bullets, Sling (20), Cold Iron Gauntlet, Spiked, Dagger, Hide, Morningstar, Silver Gauntlet, Spiked, Sling; Other Gear Backpack (15 @ 30 lbs), Bedroll, Chalk, 1 piece (3), Fishhook (2), Flint and steel, Mug/Tankard, clay, Oil (1-pint flask) (2), Onyx Powder, Pouch, belt (9 @ 1 lbs), Rations, trail (per day) (7), Rope, hempen (50 ft.), Sewing needle, String (50'), Thread (50 ft.), Unholy symbol, wooden (????), Waterskin, Weapon Cord (2), Whetstone, Whistle, Signal
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TRACKED RESOURCES
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Bullets, Sling - 0/20
Dagger - 0/1
Raise the Dead (1 HD) (1/day) (Su) - 0/1
Rations, trail (per day) - 0/7
Vow to Self (1/day) - 0/1
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Special Abilities
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Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Heart of the Wilderness +0 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o
Raise the Dead (1 HD) (1/day) (Su) Summon a 1 HD Skeleton, or Zombie to serve you.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.
Weapon Cord Attached weapon can be recovered as a swift action.
I'm looking forward to your opinions and comments!