https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Eonir777&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T10:20:11ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Theodians_(3.5e_Race)&diff=642332Theodians (3.5e Race)2013-10-31T00:44:36Z<p>Eonir777: /* Religion */</p>
<hr />
<div>{{x0<br />
|la=+1<br />
|ecl=2<br />
|type=Outsider(Native)<br />
|ability_adjust=+2 Charisma, +2 Intelligence<br />
|size=Medium<br />
|favored_class=[[Sorcerer]] and [[Wizard]]<br />
|desc=Theodians are smart and silver-tounged sorcerer who sometime let their curiosity get the best of them. <br />
}}<br />
<br />
<br />
==Theodians==<br />
<br />
[[Image:Theodian Male.jpg|thumb|A Theodian male]]<br />
<br />
{{quote|Theodians are a strange race, young bodies, old eyes, and a uncanny knack for sorcerery. One usually encounters them only in the country far to the west, but occasionally they do drift this way. Some say they are demons in disguise, other say they are angels. Neither is true however. Theodians are simply the byproduct of the last war between the gods. When the Astral plane was sundered and our world was cast into its own light, the lingering magical energy created the Theodians. Just as the Aasimars and Tieflings embody the good and evil of the universe, the Theodians embody another force entirely, magic." |orig=Emilia Shelly, Imperial Scholar|src="Origin of Life, a Thesis on the Races of the World, 2nd ed.}}<br />
<br />
Theodians are a plantouched race. Not stemming from the sacred of profane like Aasimars or Tieflings however, Theodians draw their lineage straight from the magic in the multiverse. Long years of living on the material plane has diluted their outsider state and they now exist in a duality. They are both outsiders and natives. <br />
<br />
===Personality===<br />
<br />
Theodians differ in personality nearly as much as humans do. The nature of their existence tends to make them spontaneous and brash, but also enjoyable company. Their quick wit and charm tends to land them in good graces amongst outsiders, though most see them as fickle at times.<br />
<br />
Magic comes naturally to Theodians, making bards and Sorcerers common amongst them. Fighter/Sorceror characters are common.<br />
<br />
===Physical Description===<br />
Theodians height varies as much as humans do, but most are between 5' 5" and 6' tall. Theodians often lack the physique other races have due to their preference for magical careers, but are by no means smaller than the average human. All Theodians have white hair and their eye color never stays the same long.<br />
<br />
<br />
===Relations===<br />
<br />
Theodians admire elves for their magic, dwarves for their culture, and humans for their civilization. a<br />
<br />
Theodians tend not to get along with the more savage races, as these races tend to view magic with suspicion.<br />
<br />
===Alignment===<br />
[[Image:Theodian Female.jpg|thumb|A Theodian female]]<br />
<br />
<br />
Theodians, like humans, can be of any alignment, but most of them tend towards neutrality with a preference for good. The society Theodians have created for themselves is governed by an Emperor who upholds the rule of law, however all Theodians feel the tug of magic in them and as such most end to fall roughly neutral on that axis. <br />
<br />
===Lands===<br />
<br />
Most Theodians are found on their native islands of Theodia. This archepelego is a alpine climate and is famous for its large trees. Many powerful Arcanist have trained at the Arcane University. The great port city of Clar is also infamous for its Arena.<br />
<br />
Outside of their native lands, Theodians commonly find themselves at home amongst magically inclined peoples. Though some Theodians prefer to live in non-magical communities (only so they can be revered and praised for bringing magic to those lands).<br />
<br />
===Religion===<br />
<br />
Theodians follow whatever god suits them. Most leaning towards gods of magic or goodness. <br />
<br />
Note: If your game uses the Classical Hellenic Pantheon (Zues, Ares, et al) the Theodian would be followers of that pantheon.<br />
<br />
===Language===<br />
<br />
Theodians speak an accented common.<br />
<br />
===Names===<br />
<br />
Theodic names are Latin in sound. <br />
<br />
Sample male names: Brutus, Gaius, Titus, Lucius....<br />
Sample female names: Libia, Lucia, Sexta...<br />
<br />
Family names normaly end in double "I's". For Instance. A male Theodian's name could be Titus Brutii.<br />
<br />
==Racial Traits==<br />
[[Image:Theodian Bard.jpg|thumb|A Theodian Bard]]<br />
<br />
*+2 [[Intelligence]], +2 [[Charisma]]. Theodians are naturaly gifted arcanists.<br />
*+2 racial bonus on [[Knowledge]] (Arcana) and [[Spellcraft]]. Futhermore, a Theodian always has [[Knowledge]] (Arcana) as a class skill.<br />
*Size: [[Medium]]<br />
*Humanoid (Native) (lesser outsider)<br />
*[[Base land speed]]: 30 feet. <br />
*Low-light vision: A Theodian can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.<br />
*Spell Born ([[Sp]]): A Theodian gains Magical Training (regional feat) as a bonus feat. <br />
*Automatic Languages:Theodic and Common. Bonus Languages: Draconic, Giant, and Elvish.<br />
*Favored Class: [[Sorcerer]] and [[Wizard]]. <br />
*Level Adjustment: +0<br />
<br />
===Vital Statistics===<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- Theodian --> Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
||15 years || +1d6 years || +2d6 years || +3d6 years<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- Theodian --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 45 years || 80 years || 100 years || 100+1d20 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Dex; +1 Wis.<br />
# At old age, &minus;2 to Dex; +1 to Wis.<br />
# At venerable age, &minus;3 to Dex; +1 to Wis.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- Theodian --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 5'0" || +2d8 inches || 120 lb. || &times; 1d6 lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4'9" || +2d8 inches || 100 lb. || &times; 1d6 lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Outsider Type]]<br />
[[Category:Native Subtype]]<br />
[[Category:LA1]]<br />
[[Category:ECL2]]</div>Eonir777https://www.dandwiki.com/w/index.php?title=Theodians_(3.5e_Race)&diff=642331Theodians (3.5e Race)2013-10-31T00:41:02Z<p>Eonir777: /* Racial Traits */</p>
<hr />
<div>{{x0<br />
|la=+1<br />
|ecl=2<br />
|type=Outsider(Native)<br />
|ability_adjust=+2 Charisma, +2 Intelligence<br />
|size=Medium<br />
|favored_class=[[Sorcerer]] and [[Wizard]]<br />
|desc=Theodians are smart and silver-tounged sorcerer who sometime let their curiosity get the best of them. <br />
}}<br />
<br />
<br />
==Theodians==<br />
<br />
[[Image:Theodian Male.jpg|thumb|A Theodian male]]<br />
<br />
{{quote|Theodians are a strange race, young bodies, old eyes, and a uncanny knack for sorcerery. One usually encounters them only in the country far to the west, but occasionally they do drift this way. Some say they are demons in disguise, other say they are angels. Neither is true however. Theodians are simply the byproduct of the last war between the gods. When the Astral plane was sundered and our world was cast into its own light, the lingering magical energy created the Theodians. Just as the Aasimars and Tieflings embody the good and evil of the universe, the Theodians embody another force entirely, magic." |orig=Emilia Shelly, Imperial Scholar|src="Origin of Life, a Thesis on the Races of the World, 2nd ed.}}<br />
<br />
Theodians are a plantouched race. Not stemming from the sacred of profane like Aasimars or Tieflings however, Theodians draw their lineage straight from the magic in the multiverse. Long years of living on the material plane has diluted their outsider state and they now exist in a duality. They are both outsiders and natives. <br />
<br />
===Personality===<br />
<br />
Theodians differ in personality nearly as much as humans do. The nature of their existence tends to make them spontaneous and brash, but also enjoyable company. Their quick wit and charm tends to land them in good graces amongst outsiders, though most see them as fickle at times.<br />
<br />
Magic comes naturally to Theodians, making bards and Sorcerers common amongst them. Fighter/Sorceror characters are common.<br />
<br />
===Physical Description===<br />
Theodians height varies as much as humans do, but most are between 5' 5" and 6' tall. Theodians often lack the physique other races have due to their preference for magical careers, but are by no means smaller than the average human. All Theodians have white hair and their eye color never stays the same long.<br />
<br />
<br />
===Relations===<br />
<br />
Theodians admire elves for their magic, dwarves for their culture, and humans for their civilization. a<br />
<br />
Theodians tend not to get along with the more savage races, as these races tend to view magic with suspicion.<br />
<br />
===Alignment===<br />
[[Image:Theodian Female.jpg|thumb|A Theodian female]]<br />
<br />
<br />
Theodians, like humans, can be of any alignment, but most of them tend towards neutrality with a preference for good. The society Theodians have created for themselves is governed by an Emperor who upholds the rule of law, however all Theodians feel the tug of magic in them and as such most end to fall roughly neutral on that axis. <br />
<br />
===Lands===<br />
<br />
Most Theodians are found on their native islands of Theodia. This archepelego is a alpine climate and is famous for its large trees. Many powerful Arcanist have trained at the Arcane University. The great port city of Clar is also infamous for its Arena.<br />
<br />
Outside of their native lands, Theodians commonly find themselves at home amongst magically inclined peoples. Though some Theodians prefer to live in non-magical communities (only so they can be revered and praised for bringing magic to those lands).<br />
<br />
===Religion===<br />
<br />
Most Theodians do not follow gods, but if they do it would be the god or goddess of magic.<br />
<br />
===Language===<br />
<br />
Theodians speak an accented common.<br />
<br />
===Names===<br />
<br />
Theodic names are Latin in sound. <br />
<br />
Sample male names: Brutus, Gaius, Titus, Lucius....<br />
Sample female names: Libia, Lucia, Sexta...<br />
<br />
Family names normaly end in double "I's". For Instance. A male Theodian's name could be Titus Brutii.<br />
<br />
==Racial Traits==<br />
[[Image:Theodian Bard.jpg|thumb|A Theodian Bard]]<br />
<br />
*+2 [[Intelligence]], +2 [[Charisma]]. Theodians are naturaly gifted arcanists.<br />
*+2 racial bonus on [[Knowledge]] (Arcana) and [[Spellcraft]]. Futhermore, a Theodian always has [[Knowledge]] (Arcana) as a class skill.<br />
*Size: [[Medium]]<br />
*Humanoid (Native) (lesser outsider)<br />
*[[Base land speed]]: 30 feet. <br />
*Low-light vision: A Theodian can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.<br />
*Spell Born ([[Sp]]): A Theodian gains Magical Training (regional feat) as a bonus feat. <br />
*Automatic Languages:Theodic and Common. Bonus Languages: Draconic, Giant, and Elvish.<br />
*Favored Class: [[Sorcerer]] and [[Wizard]]. <br />
*Level Adjustment: +0<br />
<br />
===Vital Statistics===<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- Theodian --> Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
||15 years || +1d6 years || +2d6 years || +3d6 years<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- Theodian --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 45 years || 80 years || 100 years || 100+1d20 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Dex; +1 Wis.<br />
# At old age, &minus;2 to Dex; +1 to Wis.<br />
# At venerable age, &minus;3 to Dex; +1 to Wis.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- Theodian --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 5'0" || +2d8 inches || 120 lb. || &times; 1d6 lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4'9" || +2d8 inches || 100 lb. || &times; 1d6 lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Outsider Type]]<br />
[[Category:Native Subtype]]<br />
[[Category:LA1]]<br />
[[Category:ECL2]]</div>Eonir777https://www.dandwiki.com/w/index.php?title=Talk:Alamanti_(3.5e_Race)&diff=634555Talk:Alamanti (3.5e Race)2013-09-10T23:12:02Z<p>Eonir777: </p>
<hr />
<div>==Adoption==<br />
<br />
Yeah, so I found this race in the [[Special:Lonelypages|Orphaned pages]] directory. I started to adopt it, and adapt it, hoping to stay true to the original intention of the creator. Unfortunately, the original intention lacked any game information, so its probably going to be off in that respect, but hopefully I can at least make it cool. --[[User:Ganteka|Ganteka]] 00:32, 5 August 2008 (MDT)<br />
<br />
:Good luck! Thanks for taking someone else's work and making it your own ''':)'''. --[[User:Green Dragon|Green Dragon]] 16:54, 5 August 2008 (MDT)<br />
<br />
== One Child, Eh? ==<br />
<br />
So if each female can have 1 child only... Start with 1000 females, each have one child. Assuming half the children are female, there are now 500 females that can have children. They have children and there are now 1500 who are barren, 250 not. 1750:125, 1875:63, 1938:32, 1970:16, 1986:8, 1994:4, 1998:2, 2000:1, 2001 females left none of which can give birth. So basically they can double their starting population as immortals. But since they are not... This race is doomed to extinction pretty fast. --[[User:Aarnott|Aarnott]] 12:20, 5 August 2008 (MDT)<br />
<br />
: Hum... let not forget casualty from battle. They may have Uber stat but they may never a Dragon... However the idea is not bad, but yeah the race will disappear pretty quickly except if male can impregnate human female thus giving birth to a half-Alamanti, and that female can have a unlimited number of children and thus reproducing with male Alamanti and thus allow the race to survive. But it unlikely since they don't match outside of their race. They are doomed--[[User:Lord Dhazriel|Lord Dhazriel]] 12:52, 5 August 2008 (MDT)<br />
<br />
:Ya...i never thought of it that deep....wow. So ya, lets go with Lord D's idea. --[[User:Eonir777|Eonir777]] 12:05, 8 August 2008 (MDT)<br />
<br />
== Balance ==<br />
This should be fairly balanced. The LA is lower than the initial plan, but its solid as it is now, and more class levels would be the better benefit to a primary casting class-based race anyhow. The ability scores match those of their rival, the mindflayer. Though, honestly, I don't imagine them really as wizards, as such a class doesn't seem to fit with the "Beacon of Goodness". A Cleric devoted to the cause of goodness seems more likely, or even a psionic class. Also, I feel it could use more flavor. Any comments or concerns on this would be appreciated. --[[User:Ganteka|Ganteka]] 22:14, 13 August 2008 (MDT)<br />
<br />
:Hmmm....well, my original idea was to give make their favorite class a monk, cuz when i came up with the idea i was imagining them as like "Goku"esque dudes. But either way, just make their favorite class a fighter. The Uber Intelligence bonus will just help them with skill points, and the high bonuses to Wisdom and Charisma will make it so u can invest more points to Strength, dexterity, and Constitution (if you use a point by system, either way, you get the point). Or, you could just make them not have a favorite class. The ability modifiers are high enough for them to get away with any class. And Again Ganteka, thanks for finishing the race, because i suck at wiki formating....lol. --[[User:Eonir777|Eonir]] 19:58, 16 August 2008 (MDT)<br />
<br />
::Monk eh? That doesn't fit with their predisposition of being neutral good, but perhaps if I change that to lawful good, edit a bit of their history a little and just change their preferred class to Any (since the high-sh LA is enough of a penalty for gaining levels as is), leaving a few suggestions about what common classes they take, give players an idea how to play one, and bam! that should work out nicely. So, yeah, Eonir, if you are having problems figuring out the formatting stuff, don't hesitate to ask someone, or even pop into the [[Special:TheTavern|The Tavern]] for a chat. --[[User:Ganteka|Ganteka]] 13:49, 17 August 2008 (MDT)<br />
<br />
:::OK...I will. --[[User:Eonir777|Eonir]] 21:54, 21 August 2008 (MDT)<br />
<br />
::::actually, now that I think of it, Warmage (complete arcane) would be a great class for them. Warmages do extra damage based on their intelligence, and Alamanti's bonus to Dexterity and Strength would help with their AC and attacks. --[[User:Eonir777|Eonir]] 09:12, 13 September 2008 (MDT)<br />
<br />
:::::That could work, but since it isn't available online, it would be kinda mean to include it as a favored class, but having a mention of it to players might be good. Also, what do you think about trying to lower the LA a bit to make it more accessible? Possibly reduce the ability score bonuses a bit, and maybe give them some racial Hit Dice to offset the high LA so that they aren't completely without HP when they begin play, or perhaps I should whip up a monstrous progression like I did for the [[Einherjar (DnD Race)|Einherjar]]. --[[User:Ganteka|Ganteka]] 14:52, 13 September 2008 (MDT)<br />
<br />
::::::Well...hmmm....good question. I think you should keep the high LA. Yes, that makes it less accesible, but the idea is for them to be an elite race. About the Hit Die though, that is up to you. Quite honestly i dont really understand the "Hit Die" thing, but I am liking more HP. But you have to keep them progressing like characters. They aren't monsters. P.S-If you have the time checks out "Theodes". They are another race i made. Check it out. --[[User:Eonir777|Eonir]] 18:34, 29 September 2008 (MDT)<br />
<br />
:::::::I think that perhaps I'll just make a lower LA variant and place that at the bottom for people who would like access to the race, but need to either play it at low levels, or hate LA. That way I don't need to go and mess with progression and racial HD, which is tricky anyways. --[[User:Ganteka|Ganteka]] 14:43, 6 October 2008 (MDT)<br />
<br />
==Please Discuss Changes==<br />
<br />
Please discuss (drastic) changes to an article before implementing them. -- [[User:Ganteka|Ganteka]] 19:42, 19 June 2009 (MDT)<br />
<br />
:my campaign setting has evolved quite dramatically since I first put this race up back in like 2008. I will be rewriting some of their fluff to fit those changes.--[[User:Eonir777|Eonir]] ([[User talk:Eonir777|talk]]) 17:12, 10 September 2013 (MDT)<br />
----</div>Eonir777https://www.dandwiki.com/w/index.php?title=Talk:Melee_Specialized_Dread_Necromancer_(3.5e_Optimized_Character_Build)&diff=557435Talk:Melee Specialized Dread Necromancer (3.5e Optimized Character Build)2012-03-30T18:47:01Z<p>Eonir777: /* Improving, Reviewing, and Removing Templates */</p>
<hr />
<div>== Improving, Reviewing, and Removing Templates ==<br />
<br />
I fixed some stuff, but help with grammar/spelling errors and formatting would be greatly appreciated! --[[User:Eonir777|Eonir]] 16:09, 31 January 2012 (MST)<br />
<br />
:I removed the templates that are no longer applicable. Should you include something about how many undead one can control at each level? --[[User:Green Dragon|Green Dragon]] 16:19, 31 January 2012 (MST)<br />
<br />
::I added under the highlights section a formula to calculate undead controllable. Is that sufficient or should I go into it more?--[[User:Eonir777|Eonir]] 16:39, 31 January 2012 (MST)<br />
<br />
:::I feel that that is sufficient. One can always calculate the amount of undead anyway. --[[User:Green Dragon|Green Dragon]] 17:14, 31 January 2012 (MST)<br />
<br />
::::I think I have linked everything now. Also, I cannot get "''inflict critical wounds''" to link for the life of me. Possible bug? Or am i just not doing it right? {{Unsigned|Eonir777|00:56, 1 February 2012 (UTC)}}<br />
<br />
:::::It looks good. The problem you are encountering is that links should link to the final page. For example <code><nowiki>[[inflict critical wounds]]</nowiki></code> is not the page you are looking for. You are looking for ''[[SRD:Inflict Critical Wounds|inflict critical wounds]]'' which looks like <code><nowiki>[[SRD:Inflict Critical Wounds|inflict critical wounds]]</nowiki></code>. All the links should actually be done like this since redirecting users is not preferred. I added more links to the [[Publication List]] as well. --[[User:Green Dragon|Green Dragon]] 10:03, 1 February 2012 (MST)<br />
<br />
::::::I think you forgot to mention your ring of spell storing(Divine Power) to fix your BAB...--[[User:Ganre|Ganre]] 09:33, 30 March 2012 (MDT)<br />
<br />
:::::::Didn't even think of that. Thanks!--[[User:Eonir777|Eonir]] 12:47, 30 March 2012 (MDT)</div>Eonir777https://www.dandwiki.com/w/index.php?title=Melee_Specialized_Dread_Necromancer_(3.5e_Optimized_Character_Build)&diff=557434Melee Specialized Dread Necromancer (3.5e Optimized Character Build)2012-03-30T18:45:56Z<p>Eonir777: /* Items */</p>
<hr />
<div>== Introduction ==<br />
<br />
The Dread Necromancer, the Scourge of the Living and Master of Undeath. This class which appears [[Heroes of Horror]] is a wonderfully flavored class that can bring an entirely new feel to the table. The potential to have hordes of [[undead]] followers, full 9th level spellcasting, and some great class abilities can be very enticing options. I however took a different approach to my Dread Necromancer. While they don't like a class that would do all that well in melee (poor BAB and light armor) they can, with a little optimization, be truly terrifying forces on the battlefield.<br />
<br />
This build will look at a 20 level progression of the character I plan on using. In our campaign we might get into epic levels, but for the purposes of this build I will only go up to level 20. As a note, while this is a Dread Necromancer, I will not be going into the creation of [[undead]], as there are already a ton of guides over it, and I really don't care all that much. I plan on doing some [[undead]] making, but only as a compliment to our party to help the rogue out. Most of my [[undead]] will just be [[SRD:Skeleton|skeletons]] and [[SRD:Zombie|zombies]] (of various size and ability).<br />
<br />
Formatting and spelling/grammar issue fixes are welcome, you won't hurt my pride.<br />
<br />
[[Image:Epic_Lucan.jpg|thumb|Prepare to Die]]<br />
<br />
== References ==<br />
<br />
[[Player's Handbook (3.5e)|Player's Handbook]], [[Player's Handbook II (3.5e)|Players's Handbook II]] (for Duskblade), [[Magic Item Compendium]] (for stuff), [[Complete Mage]] (abjurant champion), [[Heroes of Horror]] (Dread Necromancer), [[Libris Mortis]] (for all the undead stuffs). Also multiple guides of the wizards and giantsintheplayround forums gave me a few ideas. <br />
<br />
== Game Rule Components ==<br />
<br />
Up to 8th level Dread Necromancer Spell casting, 1st level Duskblade Spell Casting (albiet at a Caster Level of 14 due to the Abjurant Champion ability Martial Arcanist), Charnel Touch (and all its variants thereof), and lastly Channeling from Duskblade.<br />
<br />
=== Items ===<br />
<br />
I will organize these by slot<br />
<br />
Weapon: +5 Spell Strike, Necrotic Focus, [[Defending]] [[Greatsword]] with a crystal of greater arcane steel (best, but a Dread Necromancer with a [[Scythe]] is pretty cool)<br />
<br />
Armor: +5 Heavy Fortification [[Mithral]] [[Breastplate]].<br />
<br />
Head: Circlet of Rapid Casting<br />
<br />
Face: Mask of Lies<br />
<br />
Shoulders: [[SRD:Cloak of Charisma|Cloak of Charisma]] +6<br />
<br />
Torso: Vest of Resistance +5<br />
<br />
Throat: [[SRD:Amulet of Health|Amulet of Health]] +6 OR [[SRD:Amulet of Natural Armor|Amulet of Natural Armor]] +5 (if you have no [[constitution]] score)<br />
<br />
Waist: [[SRD:Belt of Giant Strength|Belt of Giant Strength]] +6<br />
<br />
Arms: Strongarm Bracers<br />
<br />
Hands: Barbs of Retribution<br />
<br />
Boots: Winged Boots<br />
<br />
Ring: [[SRD:Ring of Protection|Ring of Protection]] +5<br />
<br />
Ring: Deadwalker's Ring<br />
<br />
Ring: Ring of Spell Storing (Divine Power).<br />
<br />
Other: 372,800 gold pieces to spend on whatever else you want. My suggestions are a Rod of Undead Mastery, whatever ability score tomes you want, a portable hole, a [[hat of disguise]], and all the scrolls and wands you can get your hands on. Runestaffs are a great way to gain access to spells you wouldn't normally get. And of course you can never go wrong with a Nightstick.<br />
<br />
=== Progression ===<br />
<br />
'''Starting Ability Scores (Before Racial Adjustments):''' Standard 25 point buy:<br />
[[SRD:Strength|Str]] 13<br />
[[SRD:Dexterity|Dex]] 8<br />
[[SRD:Constitution|Con]] 14<br />
[[SRD:Intelligence|Int]] 10<br />
[[SRD:Wisdom|Wis]]10<br />
[[SRD:Charisma|Cha]] 16.<br />
<br />
'''Race (Templates):''' [[SRD:Humans (Race)|Human]] (for the feat). Necropolitian is a template that makes you an undead that you can get at level 3. This is a great template for a budding Dread Necromancer, however I did not take it (as such this build will not), because I think they're lame and I am a slave to fashion. If you chose to go Necropolitian however, do not take tomb-tainted soul at 1st level (unless your DM allows retraining) and allocate the points in [[constitution]] to something else (preferably [[strength]] or [[charisma]]).<br />
<br />
''Starting Racial Traits:'' Bonus Feat and Bonus skills.<br />
<br />
{| class="d20" style="text-align: left;" {{#vardefine: odd|0}}<br />
|- style="text-align: center;"<br />
! rowspan="2" | ECL<br />
! rowspan="2" | Class/HD/LA<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Feats<br />
! rowspan="2" | Class<br/>Features<br />
! rowspan="2" | Special<br />
|- style="text-align: center;"<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || Dread Necromancer || +0 || +0 || +0 || +2 || Tomb Tainted Soul, [[Spell Focus]] (Necromancy) || Charnel Touch, [[Rebuke Undead]] || Dread Necromancer Spellcasting (1st level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || Dread Necromancer || +1 || +0 || +0 || +3 || - || Lich Body (DR 2/magic and bludgeoning) || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || Dread Necromancer || +1 || +1 || +1 || +3 || [[Greater Spell Focus]] (Necromancy) || Negative Energy Burst 1/day || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Advanced Learning, Mental Bastion || Dread Necromancer Spellcasting (2nd level spells), +1 Strength<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Fear Aura || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || Dread Necromancer || +3 || +2 || +2 || +5 || [[Leadership]]/Corpsecrafter || Scabrous Touch || Dread Necromancer Spellcasting (3rd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || Dread Necromancer || +3 || +2 || +2 || +5 || - || Lich Body DR4, Summon Familiar || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || Dread Necromancer || +4 || +2 || +2 || +6 || - || Advanced Learning, Negative Energy Burst 2/day, UNDEAD MASTERY || Dread Necromancer Spellcasting (4th level spells), +1 Charisma<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || Duskblade || +5 || +6 || +2 || +8 || Corpsecrafter/Nimble Bones || Arcane Attunement, Armored Mage (Light) || Duskblade Spellcasting (1st level)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || Duskblade || +6/+1 || +7 || +2 || +9 || - || [[Combat Casting]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || Duskblade || +7/+2 || +7 || +3 || +9 || - || ARCANE CHANNELING || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || Abjurant Champion || +8/+3 || +7 || +3 || +11 || Nimble Bones/Destructive Retribution || Abjurant Armor, Extend Abjuration || +1 level of Dread Necromancer Spellcasting, +1 Charisma<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || Abjurant Champion || +9/+4 || +7 || +3 || +12 || - || Swift Abjuration || +1 level of Dread Necromancer Spellcasting (5th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || Abjurant Champion || +10/+5 || +8 || +4 || +12 || - || - || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || Abjurant Champion || +11/+6/+1 || +8 || +4 || +13 || Destructive Retribution/Empower Spell || Arcane Boost || +1 level of Dread Necromancer Spellcasting (6th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || Abjurant Champion || +12/+7/+2 || +8 || +4 || +13 || - || Martial Arcanist || +1 level of Dread Necromancer Spellcasting, +1 Charisma<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || Dread Necromancer || +12/+7/+2 || +9 || +5 || +13 || - || Negative Energy Resistance || Dread Necromancer Spellcasting (7th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || [[Empower Spell]]/Versatile Spellcasting || Light Fortification || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || - || Lich Body DR6, Scabrous Touch 2/day || Dread Necromancer Spellcasting (8th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || Dread Necromancer || +14/+9/+4 || +10 || +6 || +15 || - || Advanced Learning, Enervating Touch || +1 Charisma<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
=== Other Components ===<br />
<br />
The reanimating of undead can get expensive, so I suggest finding a way to pull in some extra income. Crafting items can be a great way. If you are playing a [[SRD:Alignment|neutral]] character, try to convince your fellow party members to chip in the price of onyxes (after all your minions will be taking most of the damage, not them), or if you are [[SRD:Alignment|evil]] (like me) you can always extort/rob random NPCs.<br />
<br />
== Highlights ==<br />
<br />
This build is designed to maximize your melee prowess with your spells. You are not a [[SRD:Barbarian|barbarian]], so don't try to play one. You're damage comes from channeling nasty touch spells at everything you can. The second you get 6th level spells, that becomes [[Harm]]. So [[Harm]] everything that moves. The raw damage from the greatsword helps, but most of your damage will be from spells. <br />
<br />
You are also going to need all the help you can get. Your BAB is alright, but not brilliant, and with a spell strike sword you will be switching most of your weapons enhancement bonus to your spell DCs. As a result of this get your minions to [[SRD:flanking|flank]], have your wizard debuff everything (or buff you), and have your minions [[trip]] things. There is nothing funnier than watching the goody good Paladin take a channeled [[Harm]] to the face because he got tripped by your [[spiked chain]] wielding [[zombie]].<br />
<br />
Fear stacking. The skill trick Never Outnumbered allows you to [[intimidate]] all enemies within 10 feat when you use intimidate against an opponent. Use that, then run in with your Fear Aura. This will bring your opponents to [[frightened]], making them effectively useless. This is a great way to ensure victory in combat.<br />
<br />
A note on advanced learning: Advanced learning is a class feature that allows you to add necromancy spells from the wizard/sorcerer list that aren't on yours already. It is a nice feature, but ask your DM if you can pick up the warmage class feature Eclectic Learning instead. This will gain you access to some nice utilitarian spells that can be live savers.<br />
<br />
How many Hit Dice of undead can I control?: With the appropriate magic items (Deadwalker's Ring and Rod of Undead Mastery) plus Undead Mastery and Corpse Crafter, you can control ((4+cha mod) x2)x HD worth of undead via [[Animate Dead]] and they all have +6 HP/HD, +4 [[Str]], +4 [[Dex]].<br />
<br />
== How This Works?==<br />
<br />
This is basically what is going to go down...<br />
<br />
Tomb-Tainted Soul is going to allow you to heal yourself with negative energy, and since you have a class ability that gives you exactly that (Charnel Touch), you basically get free out of combat healing. Your first few levels will be rough, always being at full health between fights and DR will help, but remember your d6 hit die, you are not a [[barbarian]]. As soon as you can [[rebuke]] things successfully (level 2), go get some [[SRD:Skeleton|skeletons]] to supplement your melee abilities (and the [[SRD:rogue|rogues]] sure wont mind the extra flanking). <br />
<br />
At level 8 you can [[Animate Dead]] and now have Undead Mastery which means its time to take a break from adventuring and start creating your army. Your three levels in duskblade will grant your channeling and access to new spells for wands and such. Once you have channel spell and a decent BAB now is when you come to the forefront of combat. Spells like [[bestow curse]], [[inflict critical wounds]], [[vampiric touch]], and [[enervation]] will be your bread and butter over the next few levels. <br />
<br />
Late game should be almost laughable. With your undead minions most adventures can be easily soloed (but that is no fun, so don't). All but the most resilient of enemies will fall to your spells such as [[slay living]], [[harm]], [[finger of death]], and [[circle of death]]. And with your ridiculous amount of spells you will be casting something every round most likely.<br />
<br />
A note on your undead minions: A well equipped undead is a deadly undead. A [[zombie]] is not a threat, a giant [[zombie]] in [[full plate]] and a [[spiked chain]] is a considerable threat. Organize your minions into groups and protect the more vulnerable ones. That is all I will say about that however, if you want a comprehensive guide on how to handle your undead, google it. <br />
<br />
== Skills and Skill Tricks ==<br />
<br />
With this build, you will be getting 3 skills. [[Bluff]], [[Concentration]], and [[Intimidate]]. End of Story. As soon as you can reliably start making concentration checks, start taking [[Knowledge]] (Religion).<br />
<br />
Skill Tricks: <br />
<br />
Never Outnumbered- Requires 8 ranks in [[intimidate]]. Allows you to intimidate everyone within 10 feet. Necessary.<br />
<br />
Swift Concentration: Requires 12 ranks in [[concentration]]. Allows you to maintain concentrating on a spell as a [[swift action]]. Could be useful.<br />
<br />
== Munchkin-Size Me ==<br />
<br />
Further optimizations: <br />
<br />
# Be a Necropolitian. Like I said, I did not, because I think they're really lame, but that is just me. If you like being an [[undead]] nerd, go for it. If grants you all [[undead]] qualities and at relatively no cost. <br />
# Get a Legacy Weapon. My DM gave me a legacy sword that allowed me to spend [[rebuke]] attempts to decrease the level of metamagic (similar to Divine Metamagic). Not to mention Legacy Weapons are just awesome.<br />
# Be a Strongheart Halfing. Bonus Feats and you are small!<br />
# Think outside of the box! You are a Dread Necromancer! The world is your playground and the lives of the pathetic mortals who walk it are your playthings. Take out Faction or City Leaders and replace them with undead under your control with a [[SRD:Hat of Disguise|Hat of Disguise]]. Unleash hordes of [[SRD:wight|Wights]] into villages and watch the country side drown in undead. Become a [[vampire]] and get spawn(more undead)! Sacrifice (see [[Book of Vile Darkness|BoVD]] for rules on that) those silly [[SRD:paladin|paladins]] and use the experience to make stuff (I have an artificer in the party so we do that a lot). Use [[Magic Jar]] to possess things and watch the chaos ensue.<br />
<br />
== Side Notes ==<br />
<br />
On a roleplaying note, I suggest playing an Evil character. Dread Necromancers can be [[SRD:Alignment|neutral]], but you shouldn't be. This is a class for the truly depraved and wicked. You are a master of all that is evil and sentient life holds no value for you. Kill Paladins and bring them back as undead. Unleash disease upon the world. Let the world drown in your unholy might. [[SRD:Alignment|Neutral]] is legal, but [[SRD:Alignment|evil]] is way to go to take full advantage of the awesomeness this class can bring.<br />
<br />
=== Limitations ===<br />
<br />
Obviously if your DM outlaws any of the above mentioned books this build won't work. Also, make sure your DM is ok with everything this class can do. If your DM will never give you access to proper undead, or thinks that unleashing hordes of undead on his campaign setting is a bad thing, this build will still work, but it wont be nearly as fun. You will still rock at doing damage, but the class loses its flavor (you're better off playing a cleric).<br />
<br />
=== DM Counters ===<br />
<br />
[[SRD:cleric|Clerics]]. A group of well armed and well trained clerics will ruin a Dread Necromancers day. Also limit the amount of undead the player can have access to. A campaign setting that has extreme restrictions on magic users/necromancy will also make the player do a lot more running and hiding.<br />
<br />
=== Miscellaneous ===<br />
<br />
A note on [[Leadership]]: I suggest taking Leadership/Undead Leadership, as they are the two most powerful feats in the game (arguably). That being said, a lot of DMs don't allow it in their games. If yours does however, I highly suggest taking this feat. An undead [[bard]] with the Requim feat from [[Heroes of Horror]] will be a great addition to any party and your bard can further bolster your undead.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:WotC Rules Only]]</div>Eonir777https://www.dandwiki.com/w/index.php?title=Theodians_(3.5e_Race)&diff=551902Theodians (3.5e Race)2012-02-25T20:00:31Z<p>Eonir777: /* Racial Traits */</p>
<hr />
<div>{{x0<br />
|la=+0<br />
|ecl=2<br />
|type=Humanoid (Plantouched)<br />
|ability_adjust=+2 Cha, +2 Intelligence<br />
|size=Medium<br />
|favored_class=Sorcerer<br />
|desc=Theodians are smart and silver-tounged sorcerer who sometime let their curiosity get the best of them. <br />
}}<br />
<br />
<br />
==Theodians==<br />
<br />
[[Image:Theodian Male.jpg|thumb|A Theodian male]]<br />
<br />
{{quote|Theodians are a strange race, young bodies, old eyes, and a uncanny knack for sorcerery. One usually encounters them only in the country far to the west, but occasionally they do drift this way. Some say they are demons in disguise, other say they are angels. Neither is true however. Theodians are simply the byproduct of the last war between the gods. When the Astral plane was sundered and our world was cast into its own light, the lingering magical energy created the Theodians. Just as the Aasimars and Tieflings embody the good and evil of the universe, the Theodians embody another force entirely, magic." |orig=Emilia Shelly, Imperial Scholar|src="Origin of Life, a Thesis on the Races of the World, 2nd ed.}}<br />
<br />
Theodians are a plantouched race. Not stemming from the sacred of profane like Aasimars or Tieflings however, Theodians draw their lineage straight from the magic in the multiverse. Long years of living on the material plane has diluted their outsider state and they now exist in a duality. They are both outsiders and natives. <br />
<br />
===Personality===<br />
<br />
Theodians differ in personality nearly as much as humans do. The nature of their existence tends to make them spontaneous and brash, but also enjoyable company. Their quick wit and charm tends to land them in good graces amongst outsiders, though most see them as fickle at times.<br />
<br />
Magic comes naturally to Theodians, making bards and Sorcerers common amongst them. Fighter/Sorceror characters are common.<br />
<br />
===Physical Description===<br />
Theodians height varies as much as humans do, but most are between 5' 5" and 6' tall. Theodians often lack the physique other races have due to their preference for magical careers, but are by no means smaller than the average human. All Theodians have white hair and their eye color never stays the same long.<br />
<br />
<br />
===Relations===<br />
<br />
Theodians admire elves for their magic, dwarves for their culture, and humans for their civilization. a<br />
<br />
Theodians tend not to get along with the more savage races, as these races tend to view magic with suspicion.<br />
<br />
===Alignment===<br />
[[Image:Theodian Female.jpg|thumb|A Theodian female]]<br />
<br />
<br />
Theodians, like humans, can be of any alignment, but most of them tend towards neutrality with a preference for good. The society Theodians have created for themselves is governed by an Emperor who upholds the rule of law, however all Theodians feel the tug of magic in them and as such most end to fall roughly neutral on that axis. <br />
<br />
===Lands===<br />
<br />
Most Theodians are found on their native islands of Theodia. This archepelego is a alpine climate and is famous for its large trees. Many powerful Arcanist have trained at the Arcane University. The great port city of Clar is also infamous for its Arena.<br />
<br />
Outside of their native lands, Theodians commonly find themselves at home amongst magically inclined peoples. Though some Theodians prefer to live in non-magical communities (only so they can be revered and praised for bringing magic to those lands).<br />
<br />
===Religion===<br />
<br />
Most Theodians do not follow gods, but if they do it would be the god or goddess of magic.<br />
<br />
===Language===<br />
<br />
Theodians speak an accented common.<br />
<br />
===Names===<br />
<br />
Theodic names are Latin in sound. <br />
<br />
Sample male names: Brutus, Gaius, Titus, Lucius....<br />
Sample female names: Libia, Lucia, Sexta...<br />
<br />
Family names normaly end in double "I's". For Instance. A male Theodian's name could be Titus Brutii.<br />
<br />
==Racial Traits==<br />
[[Image:Theodian Bard.jpg|thumb|A Theodian Bard]]<br />
<br />
*+2 [[Intelligence]], +2 [[Charisma]]. Theodians are naturaly gifted arcanists.<br />
*+2 racial bonus on [[Knowledge]] (Arcana) and [[Spellcraft]]. Futhermore, a Theodian always has [[Knowledge]] (Arcana) as a class skill.<br />
*Size: [[Medium]]<br />
*[[Base land speed]]: 30 feet. <br />
*Low-light vision: A Theodian can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.<br />
*Spell Born ([[Sp]]): A Theodian begins play with a number of 0 level sorcerer/wizard spells known equal to his [[charisma]] modifier. He can casts these a total of three times a day. The DC over the saving throw for these spells is 10+charisma modifier. If he takes levels in the sorcerer class, the spells known are added to his list of spells known and the DC is adjusted to fit the new value.<br />
*Automatic Languages: Common. Bonus Languages: Draconic, Giant, and Elvish.<br />
*Favored Class: Sorcerer. <br />
*Level Adjustment: +0<br />
<br />
===Vital Statistics===<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- Theodian --> Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
||20 years || +1d4 years || +2d4 years || +3d4 years<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- Theodian --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 45 years || 80 years || 100 years || 100+1d20 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Dex; +1 Wis.<br />
# At old age, &minus;2 to Dex; +1 to Wis.<br />
# At venerable age, &minus;3 to Dex; +1 to Wis.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- Theodian --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 5'0" || +2d8 inches || 120 lb. || &times; 1d6 lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4'9" || +2d8 inches || 100 lb. || &times; 1d6 lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]</div>Eonir777https://www.dandwiki.com/w/index.php?title=Theodians_(3.5e_Race)&diff=551900Theodians (3.5e Race)2012-02-25T19:58:46Z<p>Eonir777: </p>
<hr />
<div>{{x0<br />
|la=+0<br />
|ecl=2<br />
|type=Humanoid (Plantouched)<br />
|ability_adjust=+2 Cha, +2 Intelligence<br />
|size=Medium<br />
|favored_class=Sorcerer<br />
|desc=Theodians are smart and silver-tounged sorcerer who sometime let their curiosity get the best of them. <br />
}}<br />
<br />
<br />
==Theodians==<br />
<br />
[[Image:Theodian Male.jpg|thumb|A Theodian male]]<br />
<br />
{{quote|Theodians are a strange race, young bodies, old eyes, and a uncanny knack for sorcerery. One usually encounters them only in the country far to the west, but occasionally they do drift this way. Some say they are demons in disguise, other say they are angels. Neither is true however. Theodians are simply the byproduct of the last war between the gods. When the Astral plane was sundered and our world was cast into its own light, the lingering magical energy created the Theodians. Just as the Aasimars and Tieflings embody the good and evil of the universe, the Theodians embody another force entirely, magic." |orig=Emilia Shelly, Imperial Scholar|src="Origin of Life, a Thesis on the Races of the World, 2nd ed.}}<br />
<br />
Theodians are a plantouched race. Not stemming from the sacred of profane like Aasimars or Tieflings however, Theodians draw their lineage straight from the magic in the multiverse. Long years of living on the material plane has diluted their outsider state and they now exist in a duality. They are both outsiders and natives. <br />
<br />
===Personality===<br />
<br />
Theodians differ in personality nearly as much as humans do. The nature of their existence tends to make them spontaneous and brash, but also enjoyable company. Their quick wit and charm tends to land them in good graces amongst outsiders, though most see them as fickle at times.<br />
<br />
Magic comes naturally to Theodians, making bards and Sorcerers common amongst them. Fighter/Sorceror characters are common.<br />
<br />
===Physical Description===<br />
Theodians height varies as much as humans do, but most are between 5' 5" and 6' tall. Theodians often lack the physique other races have due to their preference for magical careers, but are by no means smaller than the average human. All Theodians have white hair and their eye color never stays the same long.<br />
<br />
<br />
===Relations===<br />
<br />
Theodians admire elves for their magic, dwarves for their culture, and humans for their civilization. a<br />
<br />
Theodians tend not to get along with the more savage races, as these races tend to view magic with suspicion.<br />
<br />
===Alignment===<br />
[[Image:Theodian Female.jpg|thumb|A Theodian female]]<br />
<br />
<br />
Theodians, like humans, can be of any alignment, but most of them tend towards neutrality with a preference for good. The society Theodians have created for themselves is governed by an Emperor who upholds the rule of law, however all Theodians feel the tug of magic in them and as such most end to fall roughly neutral on that axis. <br />
<br />
===Lands===<br />
<br />
Most Theodians are found on their native islands of Theodia. This archepelego is a alpine climate and is famous for its large trees. Many powerful Arcanist have trained at the Arcane University. The great port city of Clar is also infamous for its Arena.<br />
<br />
Outside of their native lands, Theodians commonly find themselves at home amongst magically inclined peoples. Though some Theodians prefer to live in non-magical communities (only so they can be revered and praised for bringing magic to those lands).<br />
<br />
===Religion===<br />
<br />
Most Theodians do not follow gods, but if they do it would be the god or goddess of magic.<br />
<br />
===Language===<br />
<br />
Theodians speak an accented common.<br />
<br />
===Names===<br />
<br />
Theodic names are Latin in sound. <br />
<br />
Sample male names: Brutus, Gaius, Titus, Lucius....<br />
Sample female names: Libia, Lucia, Sexta...<br />
<br />
Family names normaly end in double "I's". For Instance. A male Theodian's name could be Titus Brutii.<br />
<br />
==Racial Traits==<br />
[[Image:Theodian Bard.jpg|thumb|A Theodian Bard]]<br />
<br />
*+2 [[Intelligence]], +2 [[Charisma]]. Theodians are naturaly gifted arcanists.<br />
*+2 racial bonus on [[Knowledge]] (Arcana) and [[Spellcraft]]. Futhermore, a Theodian always has [[Knowledge]] (Arcana) as a class skill.<br />
*Size: [[Medium]]<br />
*[[Base land speed]]: 30 feet. <br />
*Low-light vision: A Theodian can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.<br />
*Spell Born ([[Sp]]): A Theodian begins play with a number of 0 level sorcerer/wizard spells known equal to his [[charisma]] modifier. He can casts these a total of three times a day. The DC over the saving throw for these spells is 10+charisma modifier. If he takes levels in the sorcerer class, the spells known are added to his list of spells known and the DC is adjusted to fit the new value.<br />
*Automatic Languages: Common. Bonus Languages: Halfling, Dwarvish, Orcish or Draconic.<br />
*Favored Class: Sorcerer. <br />
*Level Adjustment: +0<br />
<br />
===Vital Statistics===<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- Theodian --> Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
||20 years || +1d4 years || +2d4 years || +3d4 years<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- Theodian --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 45 years || 80 years || 100 years || 100+1d20 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Dex; +1 Wis.<br />
# At old age, &minus;2 to Dex; +1 to Wis.<br />
# At venerable age, &minus;3 to Dex; +1 to Wis.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- Theodian --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 5'0" || +2d8 inches || 120 lb. || &times; 1d6 lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4'9" || +2d8 inches || 100 lb. || &times; 1d6 lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]</div>Eonir777https://www.dandwiki.com/w/index.php?title=Talk:Ultimate_Undead_Hunter_(3.5e_Optimized_Character_Build)&diff=551661Talk:Ultimate Undead Hunter (3.5e Optimized Character Build)2012-02-23T17:19:35Z<p>Eonir777: Created page with " == Ranger Level? == So I like the build first off. I do have a question on the ranger level though. One level in ranger really only grants you favored enemy, which while is gre..."</p>
<hr />
<div><br />
== Ranger Level? ==<br />
<br />
So I like the build first off. I do have a question on the ranger level though. One level in ranger really only grants you favored enemy, which while is great, you are sacrificing an extra 9th level cleric spell. Do you think the +4 bonus against undead is more powerful than an extra mass heal?--[[User:Eonir777|Eonir]] 10:19, 23 February 2012 (MST)</div>Eonir777https://www.dandwiki.com/w/index.php?title=Melee_Specialized_Dread_Necromancer_(3.5e_Optimized_Character_Build)&diff=549338Melee Specialized Dread Necromancer (3.5e Optimized Character Build)2012-02-02T17:36:22Z<p>Eonir777: </p>
<hr />
<div>== Introduction ==<br />
<br />
The Dread Necromancer, the Scourge of the Living and Master of Undeath. This class which appears [[Heroes of Horror]] is a wonderfully flavored class that can bring an entirely new feel to the table. The potential to have hordes of [[undead]] followers, full 9th level spellcasting, and some great class abilities can be very enticing options. I however took a different approach to my Dread Necromancer. While they don't like a class that would do all that well in melee (poor BAB and light armor) they can, with a little optimization, be truly terrifying forces on the battlefield.<br />
<br />
This build will look at a 20 level progression of the character I plan on using. In our campaign we might get into epic levels, but for the purposes of this build I will only go up to level 20. As a note, while this is a Dread Necromancer, I will not be going into the creation of [[undead]], as there are already a ton of guides over it, and I really don't care all that much. I plan on doing some [[undead]] making, but only as a compliment to our party to help the rogue out. Most of my [[undead]] will just be [[SRD:Skeleton|skeletons]] and [[SRD:Zombie|zombies]] (of various size and ability).<br />
<br />
Formatting and spelling/grammar issue fixes are welcome, you won't hurt my pride.<br />
<br />
[[Image:Epic_Lucan.jpg|thumb|Prepare to Die]]<br />
<br />
== References ==<br />
<br />
[[Player's Handbook (3.5e)|Player's Handbook]], [[Player's Handbook II (3.5e)|Players's Handbook II]] (for Duskblade), [[Magic Item Compendium]] (for stuff), [[Complete Mage]] (abjurant champion), [[Heroes of Horror]] (Dread Necromancer), [[Libris Mortis]] (for all the undead stuffs). Also multiple guides of the wizards and giantsintheplayround forums gave me a few ideas. <br />
<br />
== Game Rule Components ==<br />
<br />
Up to 8th level Dread Necromancer Spell casting, 1st level Duskblade Spell Casting (albiet at a Caster Level of 14 due to the Abjurant Champion ability Martial Arcanist), Charnel Touch (and all its variants thereof), and lastly Channeling from Duskblade.<br />
<br />
=== Items ===<br />
<br />
I will organize these by slot<br />
<br />
Weapon: +5 Spell Strike, Necrotic Focus, [[Defending]] [[Greatsword]] with a crystal of greater arcane steel (best, but a Dread Necromancer with a [[Scythe]] is pretty cool)<br />
<br />
Armor: +5 Heavy Fortification [[Mithral]] [[Breastplate]].<br />
<br />
Head: Circlet of Rapid Casting<br />
<br />
Face: Mask of Lies<br />
<br />
Shoulders: [[SRD:Cloak of Charisma|Cloak of Charisma]] +6<br />
<br />
Torso: Vest of Resistance +5<br />
<br />
Throat: [[SRD:Amulet of Health|Amulet of Health]] +6 OR [[SRD:Amulet of Natural Armor|Amulet of Natural Armor]] +5 (if you have no [[constitution]] score)<br />
<br />
Waist: [[SRD:Belt of Giant Strength|Belt of Giant Strength]] +6<br />
<br />
Arms: Strongarm Bracers<br />
<br />
Hands: Barbs of Retribution<br />
<br />
Boots: Winged Boots<br />
<br />
Ring: [[SRD:Ring of Protection|Ring of Protection]] +5<br />
<br />
Ring: Deadwalker's Ring<br />
<br />
Other: 372,800 gold pieces to spend on whatever else you want. My suggestions are a Rod of Undead Mastery, whatever ability score tomes you want, a portable hole, a [[hat of disguise]], and all the scrolls and wands you can get your hands on. Runestaffs are a great way to gain access to spells you wouldn't normally get. And of course you can never go wrong with a Nightstick.<br />
<br />
=== Progression ===<br />
<br />
'''Starting Ability Scores (Before Racial Adjustments):''' Standard 25 point buy:<br />
[[SRD:Strength|Str]] 13<br />
[[SRD:Dexterity|Dex]] 8<br />
[[SRD:Constitution|Con]] 14<br />
[[SRD:Intelligence|Int]] 10<br />
[[SRD:Wisdom|Wis]]10<br />
[[SRD:Charisma|Cha]] 16.<br />
<br />
'''Race (Templates):''' [[SRD:Humans (Race)|Human]] (for the feat). Necropolitian is a template that makes you an undead that you can get at level 3. This is a great template for a budding Dread Necromancer, however I did not take it (as such this build will not), because I think they're lame and I am a slave to fashion. If you chose to go Necropolitian however, do not take tomb-tainted soul at 1st level (unless your DM allows retraining) and allocate the points in [[constitution]] to something else (preferably [[strength]] or [[charisma]]).<br />
<br />
''Starting Racial Traits:'' Bonus Feat and Bonus skills.<br />
<br />
{| class="d20" style="text-align: left;" {{#vardefine: odd|0}}<br />
|- style="text-align: center;"<br />
! rowspan="2" | ECL<br />
! rowspan="2" | Class/HD/LA<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Feats<br />
! rowspan="2" | Class<br/>Features<br />
! rowspan="2" | Special<br />
|- style="text-align: center;"<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || Dread Necromancer || +0 || +0 || +0 || +2 || Tomb Tainted Soul, [[Spell Focus]] (Necromancy) || Charnel Touch, [[Rebuke Undead]] || Dread Necromancer Spellcasting (1st level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || Dread Necromancer || +1 || +0 || +0 || +3 || - || Lich Body (DR 2/magic and bludgeoning) || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || Dread Necromancer || +1 || +1 || +1 || +3 || [[Greater Spell Focus]] (Necromancy) || Negative Energy Burst 1/day || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Advanced Learning, Mental Bastion || Dread Necromancer Spellcasting (2nd level spells), +1 Strength<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Fear Aura || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || Dread Necromancer || +3 || +2 || +2 || +5 || [[Leadership]]/Corpsecrafter || Scabrous Touch || Dread Necromancer Spellcasting (3rd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || Dread Necromancer || +3 || +2 || +2 || +5 || - || Lich Body DR4, Summon Familiar || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || Dread Necromancer || +4 || +2 || +2 || +6 || - || Advanced Learning, Negative Energy Burst 2/day, UNDEAD MASTERY || Dread Necromancer Spellcasting (4th level spells), +1 Charisma<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || Duskblade || +5 || +6 || +2 || +8 || Corpsecrafter/Nimble Bones || Arcane Attunement, Armored Mage (Light) || Duskblade Spellcasting (1st level)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || Duskblade || +6/+1 || +7 || +2 || +9 || - || [[Combat Casting]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || Duskblade || +7/+2 || +7 || +3 || +9 || - || ARCANE CHANNELING || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || Abjurant Champion || +8/+3 || +7 || +3 || +11 || Nimble Bones/Destructive Retribution || Abjurant Armor, Extend Abjuration || +1 level of Dread Necromancer Spellcasting, +1 Charisma<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || Abjurant Champion || +9/+4 || +7 || +3 || +12 || - || Swift Abjuration || +1 level of Dread Necromancer Spellcasting (5th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || Abjurant Champion || +10/+5 || +8 || +4 || +12 || - || - || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || Abjurant Champion || +11/+6/+1 || +8 || +4 || +13 || Destructive Retribution/Empower Spell || Arcane Boost || +1 level of Dread Necromancer Spellcasting (6th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || Abjurant Champion || +12/+7/+2 || +8 || +4 || +13 || - || Martial Arcanist || +1 level of Dread Necromancer Spellcasting, +1 Charisma<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || Dread Necromancer || +12/+7/+2 || +9 || +5 || +13 || - || Negative Energy Resistance || Dread Necromancer Spellcasting (7th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || [[Empower Spell]]/Versatile Spellcasting || Light Fortification || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || - || Lich Body DR6, Scabrous Touch 2/day || Dread Necromancer Spellcasting (8th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || Dread Necromancer || +14/+9/+4 || +10 || +6 || +15 || - || Advanced Learning, Enervating Touch || +1 Charisma<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
=== Other Components ===<br />
<br />
The reanimating of undead can get expensive, so I suggest finding a way to pull in some extra income. Crafting items can be a great way. If you are playing a [[SRD:Alignment|neutral]] character, try to convince your fellow party members to chip in the price of onyxes (after all your minions will be taking most of the damage, not them), or if you are [[SRD:Alignment|evil]] (like me) you can always extort/rob random NPCs.<br />
<br />
== Highlights ==<br />
<br />
This build is designed to maximize your melee prowess with your spells. You are not a [[SRD:Barbarian|barbarian]], so don't try to play one. You're damage comes from channeling nasty touch spells at everything you can. The second you get 6th level spells, that becomes [[Harm]]. So [[Harm]] everything that moves. The raw damage from the greatsword helps, but most of your damage will be from spells. <br />
<br />
You are also going to need all the help you can get. Your BAB is alright, but not brilliant, and with a spell strike sword you will be switching most of your weapons enhancement bonus to your spell DCs. As a result of this get your minions to [[SRD:flanking|flank]], have your wizard debuff everything (or buff you), and have your minions [[trip]] things. There is nothing funnier than watching the goody good Paladin take a channeled [[Harm]] to the face because he got tripped by your [[spiked chain]] wielding [[zombie]].<br />
<br />
Fear stacking. The skill trick Never Outnumbered allows you to [[intimidate]] all enemies within 10 feat when you use intimidate against an opponent. Use that, then run in with your Fear Aura. This will bring your opponents to [[frightened]], making them effectively useless. This is a great way to ensure victory in combat.<br />
<br />
A note on advanced learning: Advanced learning is a class feature that allows you to add necromancy spells from the wizard/sorcerer list that aren't on yours already. It is a nice feature, but ask your DM if you can pick up the warmage class feature Eclectic Learning instead. This will gain you access to some nice utilitarian spells that can be live savers.<br />
<br />
How many Hit Dice of undead can I control?: With the appropriate magic items (Deadwalker's Ring and Rod of Undead Mastery) plus Undead Mastery and Corpse Crafter, you can control ((4+cha mod) x2)x HD worth of undead via [[Animate Dead]] and they all have +6 HP/HD, +4 [[Str]], +4 [[Dex]].<br />
<br />
== How This Works?==<br />
<br />
This is basically what is going to go down...<br />
<br />
Tomb-Tainted Soul is going to allow you to heal yourself with negative energy, and since you have a class ability that gives you exactly that (Charnel Touch), you basically get free out of combat healing. Your first few levels will be rough, always being at full health between fights and DR will help, but remember your d6 hit die, you are not a [[barbarian]]. As soon as you can [[rebuke]] things successfully (level 2), go get some [[SRD:Skeleton|skeletons]] to supplement your melee abilities (and the [[SRD:rogue|rogues]] sure wont mind the extra flanking). <br />
<br />
At level 8 you can [[Animate Dead]] and now have Undead Mastery which means its time to take a break from adventuring and start creating your army. Your three levels in duskblade will grant your channeling and access to new spells for wands and such. Once you have channel spell and a decent BAB now is when you come to the forefront of combat. Spells like [[bestow curse]], [[inflict critical wounds]], [[vampiric touch]], and [[enervation]] will be your bread and butter over the next few levels. <br />
<br />
Late game should be almost laughable. With your undead minions most adventures can be easily soloed (but that is no fun, so don't). All but the most resilient of enemies will fall to your spells such as [[slay living]], [[harm]], [[finger of death]], and [[circle of death]]. And with your ridiculous amount of spells you will be casting something every round most likely.<br />
<br />
A note on your undead minions: A well equipped undead is a deadly undead. A [[zombie]] is not a threat, a giant [[zombie]] in [[full plate]] and a [[spiked chain]] is a considerable threat. Organize your minions into groups and protect the more vulnerable ones. That is all I will say about that however, if you want a comprehensive guide on how to handle your undead, google it. <br />
<br />
== Skills and Skill Tricks ==<br />
<br />
With this build, you will be getting 3 skills. [[Bluff]], [[Concentration]], and [[Intimidate]]. End of Story. As soon as you can reliably start making concentration checks, start taking [[Knowledge]] (Religion).<br />
<br />
Skill Tricks: <br />
<br />
Never Outnumbered- Requires 8 ranks in [[intimidate]]. Allows you to intimidate everyone within 10 feet. Necessary.<br />
<br />
Swift Concentration: Requires 12 ranks in [[concentration]]. Allows you to maintain concentrating on a spell as a [[swift action]]. Could be useful.<br />
<br />
== Munchkin-Size Me ==<br />
<br />
Further optimizations: <br />
<br />
# Be a Necropolitian. Like I said, I did not, because I think they're really lame, but that is just me. If you like being an [[undead]] nerd, go for it. If grants you all [[undead]] qualities and at relatively no cost. <br />
# Get a Legacy Weapon. My DM gave me a legacy sword that allowed me to spend [[rebuke]] attempts to decrease the level of metamagic (similar to Divine Metamagic). Not to mention Legacy Weapons are just awesome.<br />
# Be a Strongheart Halfing. Bonus Feats and you are small!<br />
# Think outside of the box! You are a Dread Necromancer! The world is your playground and the lives of the pathetic mortals who walk it are your playthings. Take out Faction or City Leaders and replace them with undead under your control with a [[SRD:Hat of Disguise|Hat of Disguise]]. Unleash hordes of [[SRD:wight|Wights]] into villages and watch the country side drown in undead. Become a [[vampire]] and get spawn(more undead)! Sacrifice (see [[Book of Vile Darkness|BoVD]] for rules on that) those silly [[SRD:paladin|paladins]] and use the experience to make stuff (I have an artificer in the party so we do that a lot). Use [[Magic Jar]] to possess things and watch the chaos ensue.<br />
<br />
== Side Notes ==<br />
<br />
On a roleplaying note, I suggest playing an Evil character. Dread Necromancers can be [[SRD:Alignment|neutral]], but you shouldn't be. This is a class for the truly depraved and wicked. You are a master of all that is evil and sentient life holds no value for you. Kill Paladins and bring them back as undead. Unleash disease upon the world. Let the world drown in your unholy might. [[SRD:Alignment|Neutral]] is legal, but [[SRD:Alignment|evil]] is way to go to take full advantage of the awesomeness this class can bring.<br />
<br />
=== Limitations ===<br />
<br />
Obviously if your DM outlaws any of the above mentioned books this build won't work. Also, make sure your DM is ok with everything this class can do. If your DM will never give you access to proper undead, or thinks that unleashing hordes of undead on his campaign setting is a bad thing, this build will still work, but it wont be nearly as fun. You will still rock at doing damage, but the class loses its flavor (you're better off playing a cleric).<br />
<br />
=== DM Counters ===<br />
<br />
[[SRD:cleric|Clerics]]. A group of well armed and well trained clerics will ruin a Dread Necromancers day. Also limit the amount of undead the player can have access to. A campaign setting that has extreme restrictions on magic users/necromancy will also make the player do a lot more running and hiding.<br />
<br />
=== Miscellaneous ===<br />
<br />
A note on [[Leadership]]: I suggest taking Leadership/Undead Leadership, as they are the two most powerful feats in the game (arguably). That being said, a lot of DMs don't allow it in their games. If yours does however, I highly suggest taking this feat. An undead [[bard]] with the Requim feat from [[Heroes of Horror]] will be a great addition to any party and your bard can further bolster your undead.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:WotC Rules Only]]</div>Eonir777https://www.dandwiki.com/w/index.php?title=Melee_Specialized_Dread_Necromancer_(3.5e_Optimized_Character_Build)&diff=549144Melee Specialized Dread Necromancer (3.5e Optimized Character Build)2012-02-01T01:02:11Z<p>Eonir777: /* DM Counters */</p>
<hr />
<div>{{wikify|Links to the [[SRD:System Reference Document|SRD]] need to be added throughout.}}<br />
<br />
== Introduction ==<br />
<br />
The Dread Necromancer, the Scourge of the Living and Master of Undeath. This class which appears in the book Heroes of Horror is a wonderfully flavored class that can bring an entirely new feel to the table. The potential to have hordes of [[undead]] followers, full 9th level spellcasting, and some great class abilities can be very enticing options. I however took a different approach to my Dread Necromancer. While they don't like a class that would do all that well in melee (poor BAB and light armor) they can, with a little optimization, be truly terrifying forces on the battlefield.<br />
<br />
This build will look at a 20 level progression of the character I plan on using. In our campaign we might get into epic levels, but for the purposes of this build I will only go up to level 20. As a note, while this is a Dread Necromancer, I will not be going into the creation of [[undead]], as there are already a ton of guides over it, and I really don't care all that much. I plan on doing some [[undead]] making, but only as a compliment to our party to help the rogue out. Most of my [[undead]] will just be [[SRD:Skeleton|skeletons]] and [[SRD:Zombie|zombies]] (of various size and ability).<br />
<br />
Formatting and spelling/grammar issue fixes are welcome, you won't hurt my pride.<br />
<br />
[[Image:Epic_Lucan.jpg|thumb|Prepare to Die]]<br />
<br />
== References ==<br />
<br />
Player's Handbook (duh), Players's Handbook 2 (for Duskblade), Magic Item Compendium (for stuff), Complete Mage (abjurant champion), Heroes of Horror (Dread Necromancer), Libris Mortis (for all the undead stuffs). Also multiple guides of the wizards and giantsintheplayround forums gave me a few ideas. <br />
<br />
== Game Rule Components ==<br />
<br />
Up to 8th level Dread Necromancer Spell casting, 1st level Duskblade Spell Casting (albiet at a Caster Level of 14 due to the Abjurant Champion ability Martial Arcanist), Charnel Touch (and all its varients thereof), and lastly Channeling from Duskblade.<br />
<br />
=== Items ===<br />
I will organize these by slot<br />
<br />
Weapon: +5 Spell Strike, Necrotic Focus, [[Defending]] [[Greatsword]] with a crystal of greater arcane steel (best, but a Dread Necromancer with a [[Scythe]] is pretty cool)<br />
<br />
Armor: +5 Heavy Fortification [[Mithral]] [[Breastplate]].<br />
<br />
Head: Circlet of Rapid Casting<br />
<br />
Face: Mask of Lies<br />
<br />
Shoulders: Cloak of Charisma +6<br />
<br />
Torso: Vest of Resistance +5<br />
<br />
Throat: Amulet of Health +6 OR Amulet of Natural Armor +5 (if you have no [[constitution]] score)<br />
<br />
Waist: Belt of Giant Strength +6<br />
<br />
Arms: Strongarm Bracers<br />
<br />
Hands: Barbs of Retribution<br />
<br />
Boots: Winged Boots<br />
<br />
Ring: Ring of Protection +5<br />
<br />
Ring: Deadwalker's Ring<br />
<br />
Other: 372,800 gold pieces to spend on whatever else you want. My suggestions are a Rod of Undead Mastery, whatever ability score tomes you want, a portable hole, a [[hat of disguise]], and all the scrolls and wands you can get your hands on. Runestaffs are a great way to gain access to spells you wouldn't normally get. And of course you can never go wrong with a Nightstick.<br />
<br />
=== Progression ===<br />
<br />
'''Starting Ability Scores (Before Racial Adjustments):''' Standard 25 point buy:<br />
[[SRD:Strength|Str]] 13<br />
[[SRD:Dexterity|Dex]] 8<br />
[[SRD:Constitution|Con]] 14<br />
[[SRD:Intelligence|Int]] 10<br />
[[SRD:Wisdom|Wis]]10<br />
[[SRD:Charisma|Cha]] 16.<br />
<br />
'''Race (Templates):''' [[SRD:Humans (Race)|Human]] (for the feat). Necropolitian is a template that makes you an undead that you can get at level 3. This is a great template for a budding Dread Necromancer, however I did not take it (as such this build will not), because I think they're lame and I am a slave to fashion. If you chose to go Necropolitian however, do not take tomb-tainted soul at 1st level (unless your DM allows retraining) and allocate the points in [[constitution]] to something else (preferably [[strength]] or [[charisma]]).<br />
<br />
''Starting Racial Traits:'' Bonus Feat and Bonus skills.<br />
<br />
{| class="d20" style="text-align: left;" {{#vardefine: odd|0}}<br />
|- style="text-align: center;"<br />
! rowspan="2" | ECL<br />
! rowspan="2" | Class/HD/LA<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Feats<br />
! rowspan="2" | Class<br/>Features<br />
! rowspan="2" | Special<br />
|- style="text-align: center;"<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || Dread Necromancer || +0 || +0 || +0 || +2 || Tomb Tainted Soul, [[Spell Focus]] (Necromancy) || Charnel Touch, [[Rebuke Undead]] || Dread Necromancer Spellcasting (1st level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || Dread Necromancer || +1 || +0 || +0 || +3 || - || Lich Body (DR 2/magic and bludgeoning) || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || Dread Necromancer || +1 || +1 || +1 || +3 || [[Greater Spell Focus]] (Necromancy) || Negative Energy Burst 1/day || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Advanced Learning, Mental Bastion || Dread Necromancer Spellcasting (2nd level spells), +1 Strength<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Fear Aura || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || Dread Necromancer || +3 || +2 || +2 || +5 || [[Leadership]]/Corpsecrafter || Scabrous Touch || Dread Necromancer Spellcasting (3rd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || Dread Necromancer || +3 || +2 || +2 || +5 || - || Lich Body DR4, Summon Familiar || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || Dread Necromancer || +4 || +2 || +2 || +6 || - || Advanced Learning, Negative Energy Burst 2/day, UNDEAD MASTERY || Dread Necromancer Spellcasting (4th level spells), +1 Charisma<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || Duskblade || +5 || +6 || +2 || +8 || Corpsecrafter/Nimble Bones || Arcane Attunement, Armored Mage (Light) || Duskblade Spellcasting (1st level)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || Duskblade || +6/+1 || +7 || +2 || +9 || - || [[Combat Casting]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || Duskblade || +7/+2 || +7 || +3 || +9 || - || ARCANE CHANNELING || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || Abjurant Champion || +8/+3 || +7 || +3 || +11 || Nimble Bones/Destructive Retribution || Abjurant Armor, Extend Abjuration || +1 level of Dread Necromancer Spellcasting, +1 Charisma<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || Abjurant Champion || +9/+4 || +7 || +3 || +12 || - || Swift Abjuration || +1 level of Dread Necromancer Spellcasting (5th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || Abjurant Champion || +10/+5 || +8 || +4 || +12 || - || - || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || Abjurant Champion || +11/+6/+1 || +8 || +4 || +13 || Destructive Retribution/Empower Spell || Arcane Boost || +1 level of Dread Necromancer Spellcasting (6th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || Abjurant Champion || +12/+7/+2 || +8 || +4 || +13 || - || Martial Arcanist || +1 level of Dread Necromancer Spellcasting, +1 Charisma<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || Dread Necromancer || +12/+7/+2 || +9 || +5 || +13 || - || Negative Energy Resistance || Dread Necromancer Spellcasting (7th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || [[Empower Spell]]/Versatile Spellcasting || Light Fortification || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || - || Lich Body DR6, Scabrous Touch 2/day || Dread Necromancer Spellcasting (8th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || Dread Necromancer || +14/+9/+4 || +10 || +6 || +15 || - || Advanced Learning, Enervating Touch || +1 Charisma<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
=== Other Components ===<br />
<br />
The reanimating of undead can get expensive, so I suggest finding a way to pull in some extra income. Crafting items can be a great way. If you are playing a [[SRD:Alignment|neutral]] character, try to convince your fellow party members to chip in the price of onyxes (after all your minions will be taking most of the damage, not them), or if you are [[SRD:Alignment|evil]] (like me) you can always extort/rob random NPCs.<br />
<br />
== Highlights ==<br />
<br />
This build is designed to maximize your melee prowess WITH YOUR SPELLS. You are not a Barbarian, so don't try to play one. You're damage comes from channeling nasty touch spells at EVERYTHING you can. The second you get 6th level spells, that becomes [[Harm]]. So [[Harm]] everything that moves. The raw damage from the greatsword helps, but most of your damage will be from spells. <br />
<br />
You are also going to need all the help you can get. Your BAB is alright, but not brilliant, and with a spell strike sword you will be switching most of your weapons enhancement bonus to your spell DCs. As a result of this get your minions to [[SRD:flanking|flank]], have your wizard debuff everything (or buff you), and have your minions [[trip]] things. There is nothing funnier than watching the goody good Paladin take a channeled [[Harm]] to the face because he got tripped by your [[spiked chain]] wielding [[zombie]].<br />
<br />
FEAR STACKING. The skill trick Never Outnumbered allows you to [[intimidate]] all enemies within 10 feat when you use intimidate against an opponent. Use that, then run in with your Fear Aura. This will bring your opponents to [[frightened]], making them effectively useless. This is a great way to ensure victory in combat.<br />
<br />
A note on advanced learning: Advanced learning is a class feature that allows you to add necromancy spells from the wizard/sorcerer list that aren't on yours already. It is a nice feature, but ask your DM if you can pick up the warmage class feature Eclectic Learning instead. This will gain you access to some nice utilitarian spells that can be live savers.<br />
<br />
How many Hit Dice of undead can I control?: With the appropriate magic items (Deadwalker's Ring and Rod of Undead Mastery) plus Undead Mastery and Corpse Crafter, you can control ((4+cha mod) x2)x HD worth of undead via [[Animate Dead]] and they all have +6 HP/HD, +4 [[Str]], +4 [[Dex]].<br />
<br />
== How This Works?==<br />
<br />
This is basically what is going to go down...<br />
<br />
Tomb-Tainted Soul is going to allow you to heal yourself with negative energy, and since you have a class ability that gives you exactly that (Charnel Touch), you basically get free out of combat healing. Your first few levels will be rough, always being at full health between fights and DR will help, but remember your d6 hit die, you are not a [[barbarian]]. As soon as you can [[rebuke]] things successfully (level 2), go get some [[SRD:Skeleton|skeletons]] to supplement your melee abilites (and the [[SRD:rogue|rogues]] sure wont mind the extra flanking). <br />
<br />
At level 8 you can [[Animate Dead]] and now have Undead Mastery which means its time to take a break from adventuring and start creating your army. Your three levels in duskblade will grant your channeling and access to new spells for wands and such. Once you have channel spell and a decent BAB now is when you come to the forefront of combat. Spells like [[bestow curse]], [[inflict critical wounds]], [[vampiric touch]], and [[enervation]] will be your bread and butter over the next few levels. <br />
<br />
Late game should be almost laughable. With your undead minions most adventures can be easily soloed (but that is no fun, so don't). All but the most resilient of enemies will fall to your spells such as [[slay living]], [[harm]], [[finger of death]], and [[circle of death]]. And with your ridiculous amount of spells you will be casting something every round most likely.<br />
<br />
A note on your undead minions: A well equipped undead is a deadly undead. A [[zombie]] is not a threat, a giant [[zombie]] in [[full plate]] and a [[spiked chain]] is a considerable threat. Organize your minions into groups and protect the more vulnerable ones. That is all I will say about that however, if you want a comprehensive guide on how to handle your undead, google it. <br />
<br />
== Skills and Skill Tricks ==<br />
<br />
With this build, you will be getting 3 skills. [[Bluff]], [[Concentration]], and [[Intimidate]]. End of Story. As soon as you can reliably start making concentration checks, start taking [[Knowledge]] (Religion).<br />
<br />
Skill Tricks: <br />
<br />
Never Outnumbered- Requires 8 ranks in [[intimidate]]. Allows you to intimidate everyone within 10 feet. Necessary.<br />
<br />
Swift Concentration: Requires 12 ranks in [[concentration]]. Allows you to maintain concentrating on a spell as a [[swift action]]. Could be useful.<br />
<br />
<br />
== Munchkin-Size Me ==<br />
<br />
Further optimizations: <br />
<br />
1. Be a Necropolitian. Like I said, I did not, because I think they're really lame, but that is just me. If you like being an [[undead]] nerd, go for it. If grants you all [[undead]] qualities and at relatively no cost. <br />
<br />
2. Get a Legacy Weapon. My DM gave me a legacy sword that allowed me to spend [[rebuke]] attempts to decrease the level of metamagic (similar to Divine Metamagic). Not to mention Legacy Weapons are just awesome.<br />
<br />
3. Be a Strongheart Halfing. Bonus Feats and you are small!<br />
<br />
4. Think outside of the box! You are a Dread Necromancer! The world is your playground and the lives of the pathetic mortals who walk it are your playthings. Take out Faction or City Leaders and replace them with undead under your control with a [[SRD:Hat of Disguise|Hat of Disguise]]. Unleash hordes of [[SRD:wight|Wights]] into villages and watch the country side drown in undead. Become a [[vampire]] and get spawn(more undead)! Sacrifice (see BoVD for rules on that) those silly [[SRD:paladin|paladins]] and use the experience to make stuff (I have an artificer in the party so we do that a lot). Use [[Magic Jar]] to possess things and watch the chaos ensue.<br />
<br />
== Side Notes ==<br />
<br />
On a roleplaying note, I suggest playing an Evil character. Dread Necromancers can be [[SRD:Alignment|neutral]], but you shouldn't be. This is a class for the truly depraved and wicked. You are a master of all that is evil and sentient life holds no value for you. Kill Paladins and bring them back as undead. Unleash disease upon the world. Let the world drown in your unholy might. [[SRD:Alignment|Neutral]] is legal, but [[SRD:Alignment|evil]] is way to go to take full advantage of the awesomeness this class can bring.<br />
<br />
=== Limitations ===<br />
<br />
Obviously if your DM outlaws any of the above mentioned books this build won't work. Also, make sure your DM is ok with everything this class can do. If your DM will never give you access to proper undead, or thinks that unleashing hordes of undead on his campaign setting is a bad thing, this build will still work, but it wont be nearly as fun. You will still rock at doing damage, but the class loses its flavor (you're better off playing a cleric).<br />
<br />
=== DM Counters ===<br />
<br />
[[SRD:cleric|Clerics]]. A group of well armed and well trained clerics will ruin a Dread Necromancers day. Also limit the amount of undead the player can have access to. A campaign setting that has extreme restrictions on magic users/necromancy will also make the player do a lot more running and hiding.<br />
<br />
=== Miscellaneous ===<br />
<br />
A note on [[Leadership]]: I suggest taking Leadership/Undead Leadership, as they are the two most powerful feats in the game (arguably). That being said, a lot of DMs don't allow it in their games. If yours does however, I highly suggest taking this feat. An undead bard with the Requim feat from Heroes of Horror will be a great addition to any party and your bard can further bolster your undead.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:WotC Rules Only]]<!-- REMOVE THIS ENTIRE LINE IF THIS CHARACTER OPTIMIZATION USES RULES THAT ARE NOT FOUND WITHIN WOTC SOURCE BOOKS!!! --></div>Eonir777https://www.dandwiki.com/w/index.php?title=Talk:Melee_Specialized_Dread_Necromancer_(3.5e_Optimized_Character_Build)&diff=549143Talk:Melee Specialized Dread Necromancer (3.5e Optimized Character Build)2012-02-01T00:57:27Z<p>Eonir777: /* Improving, Reviewing, and Removing Templates */</p>
<hr />
<div>== Improving, Reviewing, and Removing Templates ==<br />
<br />
I fixed some stuff, but help with grammar/spelling errors and formatting would be greatly appreciated! --[[User:Eonir777|Eonir]] 16:09, 31 January 2012 (MST)<br />
<br />
:I removed the templates that are no longer applicable. Should you include something about how many undead one can control at each level? --[[User:Green Dragon|Green Dragon]] 16:19, 31 January 2012 (MST)<br />
<br />
::I added under the highlights section a formula to calculate undead controllable. Is that sufficient or should I go into it more?--[[User:Eonir777|Eonir]] 16:39, 31 January 2012 (MST)<br />
<br />
:::I feel that that is sufficient. One can always calculate the amount of undead anyway. --[[User:Green Dragon|Green Dragon]] 17:14, 31 January 2012 (MST)<br />
<br />
::::I think I have linked everything now. Also, I cannot get [[inflict critical wounds]] to link for the life of me. Possible bug? Or am i just not doing it right?</div>Eonir777https://www.dandwiki.com/w/index.php?title=Talk:Melee_Specialized_Dread_Necromancer_(3.5e_Optimized_Character_Build)&diff=549142Talk:Melee Specialized Dread Necromancer (3.5e Optimized Character Build)2012-02-01T00:57:01Z<p>Eonir777: /* Improving, Reviewing, and Removing Templates */</p>
<hr />
<div>== Improving, Reviewing, and Removing Templates ==<br />
<br />
I fixed some stuff, but help with grammar/spelling errors and formatting would be greatly appreciated! --[[User:Eonir777|Eonir]] 16:09, 31 January 2012 (MST)<br />
<br />
:I removed the templates that are no longer applicable. Should you include something about how many undead one can control at each level? --[[User:Green Dragon|Green Dragon]] 16:19, 31 January 2012 (MST)<br />
<br />
::I added under the highlights section a formula to calculate undead controllable. Is that sufficient or should I go into it more?--[[User:Eonir777|Eonir]] 16:39, 31 January 2012 (MST)<br />
<br />
:::I feel that that is sufficient. One can always calculate the amount of undead anyway. --[[User:Green Dragon|Green Dragon]] 17:14, 31 January 2012 (MST)<br />
<br />
::::I think I have linked everything now. Also, I cannot get [[inflict critical wounds]] to like for the life of me. Possible bug? Or am i just not doing it right?</div>Eonir777https://www.dandwiki.com/w/index.php?title=Talk:Melee_Specialized_Dread_Necromancer_(3.5e_Optimized_Character_Build)&diff=549141Talk:Melee Specialized Dread Necromancer (3.5e Optimized Character Build)2012-02-01T00:56:41Z<p>Eonir777: </p>
<hr />
<div>== Improving, Reviewing, and Removing Templates ==<br />
<br />
I fixed some stuff, but help with grammar/spelling errors and formatting would be greatly appreciated! --[[User:Eonir777|Eonir]] 16:09, 31 January 2012 (MST)<br />
<br />
:I removed the templates that are no longer applicable. Should you include something about how many undead one can control at each level? --[[User:Green Dragon|Green Dragon]] 16:19, 31 January 2012 (MST)<br />
<br />
::I added under the highlights section a formula to calculate undead controllable. Is that sufficient or should I go into it more?--[[User:Eonir777|Eonir]] 16:39, 31 January 2012 (MST)<br />
<br />
:::I feel that that is sufficient. One can always calculate the amount of undead anyway. --[[User:Green Dragon|Green Dragon]] 17:14, 31 January 2012 (MST)<br />
<br />
::::I think I have linked everything now. Also, I cannot get [[inflict light wounds]] to like for the life of me. Possible bug? Or am i just not doing it right?</div>Eonir777https://www.dandwiki.com/w/index.php?title=Melee_Specialized_Dread_Necromancer_(3.5e_Optimized_Character_Build)&diff=549140Melee Specialized Dread Necromancer (3.5e Optimized Character Build)2012-02-01T00:55:24Z<p>Eonir777: </p>
<hr />
<div>{{wikify|Links to the [[SRD:System Reference Document|SRD]] need to be added throughout.}}<br />
<br />
== Introduction ==<br />
<br />
The Dread Necromancer, the Scourge of the Living and Master of Undeath. This class which appears in the book Heroes of Horror is a wonderfully flavored class that can bring an entirely new feel to the table. The potential to have hordes of [[undead]] followers, full 9th level spellcasting, and some great class abilities can be very enticing options. I however took a different approach to my Dread Necromancer. While they don't like a class that would do all that well in melee (poor BAB and light armor) they can, with a little optimization, be truly terrifying forces on the battlefield.<br />
<br />
This build will look at a 20 level progression of the character I plan on using. In our campaign we might get into epic levels, but for the purposes of this build I will only go up to level 20. As a note, while this is a Dread Necromancer, I will not be going into the creation of [[undead]], as there are already a ton of guides over it, and I really don't care all that much. I plan on doing some [[undead]] making, but only as a compliment to our party to help the rogue out. Most of my [[undead]] will just be [[SRD:Skeleton|skeletons]] and [[SRD:Zombie|zombies]] (of various size and ability).<br />
<br />
Formatting and spelling/grammar issue fixes are welcome, you won't hurt my pride.<br />
<br />
[[Image:Epic_Lucan.jpg|thumb|Prepare to Die]]<br />
<br />
== References ==<br />
<br />
Player's Handbook (duh), Players's Handbook 2 (for Duskblade), Magic Item Compendium (for stuff), Complete Mage (abjurant champion), Heroes of Horror (Dread Necromancer), Libris Mortis (for all the undead stuffs). Also multiple guides of the wizards and giantsintheplayround forums gave me a few ideas. <br />
<br />
== Game Rule Components ==<br />
<br />
Up to 8th level Dread Necromancer Spell casting, 1st level Duskblade Spell Casting (albiet at a Caster Level of 14 due to the Abjurant Champion ability Martial Arcanist), Charnel Touch (and all its varients thereof), and lastly Channeling from Duskblade.<br />
<br />
=== Items ===<br />
I will organize these by slot<br />
<br />
Weapon: +5 Spell Strike, Necrotic Focus, [[Defending]] [[Greatsword]] with a crystal of greater arcane steel (best, but a Dread Necromancer with a [[Scythe]] is pretty cool)<br />
<br />
Armor: +5 Heavy Fortification [[Mithral]] [[Breastplate]].<br />
<br />
Head: Circlet of Rapid Casting<br />
<br />
Face: Mask of Lies<br />
<br />
Shoulders: Cloak of Charisma +6<br />
<br />
Torso: Vest of Resistance +5<br />
<br />
Throat: Amulet of Health +6 OR Amulet of Natural Armor +5 (if you have no [[constitution]] score)<br />
<br />
Waist: Belt of Giant Strength +6<br />
<br />
Arms: Strongarm Bracers<br />
<br />
Hands: Barbs of Retribution<br />
<br />
Boots: Winged Boots<br />
<br />
Ring: Ring of Protection +5<br />
<br />
Ring: Deadwalker's Ring<br />
<br />
Other: 372,800 gold pieces to spend on whatever else you want. My suggestions are a Rod of Undead Mastery, whatever ability score tomes you want, a portable hole, a [[hat of disguise]], and all the scrolls and wands you can get your hands on. Runestaffs are a great way to gain access to spells you wouldn't normally get. And of course you can never go wrong with a Nightstick.<br />
<br />
=== Progression ===<br />
<br />
'''Starting Ability Scores (Before Racial Adjustments):''' Standard 25 point buy:<br />
[[SRD:Strength|Str]] 13<br />
[[SRD:Dexterity|Dex]] 8<br />
[[SRD:Constitution|Con]] 14<br />
[[SRD:Intelligence|Int]] 10<br />
[[SRD:Wisdom|Wis]]10<br />
[[SRD:Charisma|Cha]] 16.<br />
<br />
'''Race (Templates):''' [[SRD:Humans (Race)|Human]] (for the feat). Necropolitian is a template that makes you an undead that you can get at level 3. This is a great template for a budding Dread Necromancer, however I did not take it (as such this build will not), because I think they're lame and I am a slave to fashion. If you chose to go Necropolitian however, do not take tomb-tainted soul at 1st level (unless your DM allows retraining) and allocate the points in [[constitution]] to something else (preferably [[strength]] or [[charisma]]).<br />
<br />
''Starting Racial Traits:'' Bonus Feat and Bonus skills.<br />
<br />
{| class="d20" style="text-align: left;" {{#vardefine: odd|0}}<br />
|- style="text-align: center;"<br />
! rowspan="2" | ECL<br />
! rowspan="2" | Class/HD/LA<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Feats<br />
! rowspan="2" | Class<br/>Features<br />
! rowspan="2" | Special<br />
|- style="text-align: center;"<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || Dread Necromancer || +0 || +0 || +0 || +2 || Tomb Tainted Soul, [[Spell Focus]] (Necromancy) || Charnel Touch, [[Rebuke Undead]] || Dread Necromancer Spellcasting (1st level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || Dread Necromancer || +1 || +0 || +0 || +3 || - || Lich Body (DR 2/magic and bludgeoning) || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || Dread Necromancer || +1 || +1 || +1 || +3 || [[Greater Spell Focus]] (Necromancy) || Negative Energy Burst 1/day || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Advanced Learning, Mental Bastion || Dread Necromancer Spellcasting (2nd level spells), +1 Strength<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Fear Aura || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || Dread Necromancer || +3 || +2 || +2 || +5 || [[Leadership]]/Corpsecrafter || Scabrous Touch || Dread Necromancer Spellcasting (3rd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || Dread Necromancer || +3 || +2 || +2 || +5 || - || Lich Body DR4, Summon Familiar || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || Dread Necromancer || +4 || +2 || +2 || +6 || - || Advanced Learning, Negative Energy Burst 2/day, UNDEAD MASTERY || Dread Necromancer Spellcasting (4th level spells), +1 Charisma<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || Duskblade || +5 || +6 || +2 || +8 || Corpsecrafter/Nimble Bones || Arcane Attunement, Armored Mage (Light) || Duskblade Spellcasting (1st level)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || Duskblade || +6/+1 || +7 || +2 || +9 || - || [[Combat Casting]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || Duskblade || +7/+2 || +7 || +3 || +9 || - || ARCANE CHANNELING || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || Abjurant Champion || +8/+3 || +7 || +3 || +11 || Nimble Bones/Destructive Retribution || Abjurant Armor, Extend Abjuration || +1 level of Dread Necromancer Spellcasting, +1 Charisma<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || Abjurant Champion || +9/+4 || +7 || +3 || +12 || - || Swift Abjuration || +1 level of Dread Necromancer Spellcasting (5th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || Abjurant Champion || +10/+5 || +8 || +4 || +12 || - || - || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || Abjurant Champion || +11/+6/+1 || +8 || +4 || +13 || Destructive Retribution/Empower Spell || Arcane Boost || +1 level of Dread Necromancer Spellcasting (6th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || Abjurant Champion || +12/+7/+2 || +8 || +4 || +13 || - || Martial Arcanist || +1 level of Dread Necromancer Spellcasting, +1 Charisma<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || Dread Necromancer || +12/+7/+2 || +9 || +5 || +13 || - || Negative Energy Resistance || Dread Necromancer Spellcasting (7th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || [[Empower Spell]]/Versatile Spellcasting || Light Fortification || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || - || Lich Body DR6, Scabrous Touch 2/day || Dread Necromancer Spellcasting (8th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || Dread Necromancer || +14/+9/+4 || +10 || +6 || +15 || - || Advanced Learning, Enervating Touch || +1 Charisma<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
=== Other Components ===<br />
<br />
The reanimating of undead can get expensive, so I suggest finding a way to pull in some extra income. Crafting items can be a great way. If you are playing a [[SRD:Alignment|neutral]] character, try to convince your fellow party members to chip in the price of onyxes (after all your minions will be taking most of the damage, not them), or if you are [[SRD:Alignment|evil]] (like me) you can always extort/rob random NPCs.<br />
<br />
== Highlights ==<br />
<br />
This build is designed to maximize your melee prowess WITH YOUR SPELLS. You are not a Barbarian, so don't try to play one. You're damage comes from channeling nasty touch spells at EVERYTHING you can. The second you get 6th level spells, that becomes [[Harm]]. So [[Harm]] everything that moves. The raw damage from the greatsword helps, but most of your damage will be from spells. <br />
<br />
You are also going to need all the help you can get. Your BAB is alright, but not brilliant, and with a spell strike sword you will be switching most of your weapons enhancement bonus to your spell DCs. As a result of this get your minions to [[SRD:flanking|flank]], have your wizard debuff everything (or buff you), and have your minions [[trip]] things. There is nothing funnier than watching the goody good Paladin take a channeled [[Harm]] to the face because he got tripped by your [[spiked chain]] wielding [[zombie]].<br />
<br />
FEAR STACKING. The skill trick Never Outnumbered allows you to [[intimidate]] all enemies within 10 feat when you use intimidate against an opponent. Use that, then run in with your Fear Aura. This will bring your opponents to [[frightened]], making them effectively useless. This is a great way to ensure victory in combat.<br />
<br />
A note on advanced learning: Advanced learning is a class feature that allows you to add necromancy spells from the wizard/sorcerer list that aren't on yours already. It is a nice feature, but ask your DM if you can pick up the warmage class feature Eclectic Learning instead. This will gain you access to some nice utilitarian spells that can be live savers.<br />
<br />
How many Hit Dice of undead can I control?: With the appropriate magic items (Deadwalker's Ring and Rod of Undead Mastery) plus Undead Mastery and Corpse Crafter, you can control ((4+cha mod) x2)x HD worth of undead via [[Animate Dead]] and they all have +6 HP/HD, +4 [[Str]], +4 [[Dex]].<br />
<br />
== How This Works?==<br />
<br />
This is basically what is going to go down...<br />
<br />
Tomb-Tainted Soul is going to allow you to heal yourself with negative energy, and since you have a class ability that gives you exactly that (Charnel Touch), you basically get free out of combat healing. Your first few levels will be rough, always being at full health between fights and DR will help, but remember your d6 hit die, you are not a [[barbarian]]. As soon as you can [[rebuke]] things successfully (level 2), go get some [[SRD:Skeleton|skeletons]] to supplement your melee abilites (and the [[SRD:rogue|rogues]] sure wont mind the extra flanking). <br />
<br />
At level 8 you can [[Animate Dead]] and now have Undead Mastery which means its time to take a break from adventuring and start creating your army. Your three levels in duskblade will grant your channeling and access to new spells for wands and such. Once you have channel spell and a decent BAB now is when you come to the forefront of combat. Spells like [[bestow curse]], [[inflict critical wounds]], [[vampiric touch]], and [[enervation]] will be your bread and butter over the next few levels. <br />
<br />
Late game should be almost laughable. With your undead minions most adventures can be easily soloed (but that is no fun, so don't). All but the most resilient of enemies will fall to your spells such as [[slay living]], [[harm]], [[finger of death]], and [[circle of death]]. And with your ridiculous amount of spells you will be casting something every round most likely.<br />
<br />
A note on your undead minions: A well equipped undead is a deadly undead. A [[zombie]] is not a threat, a giant [[zombie]] in [[full plate]] and a [[spiked chain]] is a considerable threat. Organize your minions into groups and protect the more vulnerable ones. That is all I will say about that however, if you want a comprehensive guide on how to handle your undead, google it. <br />
<br />
== Skills and Skill Tricks ==<br />
<br />
With this build, you will be getting 3 skills. [[Bluff]], [[Concentration]], and [[Intimidate]]. End of Story. As soon as you can reliably start making concentration checks, start taking [[Knowledge]] (Religion).<br />
<br />
Skill Tricks: <br />
<br />
Never Outnumbered- Requires 8 ranks in [[intimidate]]. Allows you to intimidate everyone within 10 feet. Necessary.<br />
<br />
Swift Concentration: Requires 12 ranks in [[concentration]]. Allows you to maintain concentrating on a spell as a [[swift action]]. Could be useful.<br />
<br />
<br />
== Munchkin-Size Me ==<br />
<br />
Further optimizations: <br />
<br />
1. Be a Necropolitian. Like I said, I did not, because I think they're really lame, but that is just me. If you like being an [[undead]] nerd, go for it. If grants you all [[undead]] qualities and at relatively no cost. <br />
<br />
2. Get a Legacy Weapon. My DM gave me a legacy sword that allowed me to spend [[rebuke]] attempts to decrease the level of metamagic (similar to Divine Metamagic). Not to mention Legacy Weapons are just awesome.<br />
<br />
3. Be a Strongheart Halfing. Bonus Feats and you are small!<br />
<br />
4. Think outside of the box! You are a Dread Necromancer! The world is your playground and the lives of the pathetic mortals who walk it are your playthings. Take out Faction or City Leaders and replace them with undead under your control with a [[SRD:Hat of Disguise|Hat of Disguise]]. Unleash hordes of [[SRD:wight|Wights]] into villages and watch the country side drown in undead. Become a [[vampire]] and get spawn(more undead)! Sacrifice (see BoVD for rules on that) those silly [[SRD:paladin|paladins]] and use the experience to make stuff (I have an artificer in the party so we do that a lot). Use [[Magic Jar]] to possess things and watch the chaos ensue.<br />
<br />
== Side Notes ==<br />
<br />
On a roleplaying note, I suggest playing an Evil character. Dread Necromancers can be [[SRD:Alignment|neutral]], but you shouldn't be. This is a class for the truly depraved and wicked. You are a master of all that is evil and sentient life holds no value for you. Kill Paladins and bring them back as undead. Unleash disease upon the world. Let the world drown in your unholy might. [[SRD:Alignment|Neutral]] is legal, but [[SRD:Alignment|evil]] is way to go to take full advantage of the awesomeness this class can bring.<br />
<br />
=== Limitations ===<br />
<br />
Obviously if your DM outlaws any of the above mentioned books this build won't work. Also, make sure your DM is ok with everything this class can do. If your DM will never give you access to proper undead, or thinks that unleashing hordes of undead on his campaign setting is a bad thing, this build will still work, but it wont be nearly as fun. You will still rock at doing damage, but the class loses its flavor (you're better off playing a cleric).<br />
<br />
=== DM Counters ===<br />
<br />
[[SRD:cleric|neutralClerics]]. A group of well armed and well trained clerics will ruin a Dread Necromancers day. Also limit the amount of undead the player can have access to. A campaign setting that has extreme restrictions on magic users/necromancy will also make the player do a lot more running and hiding.<br />
<br />
=== Miscellaneous ===<br />
<br />
A note on [[Leadership]]: I suggest taking Leadership/Undead Leadership, as they are the two most powerful feats in the game (arguably). That being said, a lot of DMs don't allow it in their games. If yours does however, I highly suggest taking this feat. An undead bard with the Requim feat from Heroes of Horror will be a great addition to any party and your bard can further bolster your undead.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:WotC Rules Only]]<!-- REMOVE THIS ENTIRE LINE IF THIS CHARACTER OPTIMIZATION USES RULES THAT ARE NOT FOUND WITHIN WOTC SOURCE BOOKS!!! --></div>Eonir777https://www.dandwiki.com/w/index.php?title=Melee_Specialized_Dread_Necromancer_(3.5e_Optimized_Character_Build)&diff=549137Melee Specialized Dread Necromancer (3.5e Optimized Character Build)2012-02-01T00:05:38Z<p>Eonir777: /* Items */</p>
<hr />
<div>{{wikify|Links to the [[SRD:System Reference Document|SRD]] need to be added throughout.}}<br />
<br />
== Introduction ==<br />
<br />
The Dread Necromancer, the Scourge of the Living and Master of Undeath. This class which appears in the book Heroes of Horror is a wonderfully flavored class that can bring an entirely new feel to the table. The potential to have hordes of undead followers, full 9th level spellcasting, and some great class abilities can be very enticing options. I however took a different approach to my Dread Necromancer. While they don't like a class that would do all that well in melee (poor BAB and light armor) they can, with a little optimization, be truly terrifying forces on the battlefield.<br />
<br />
This build will look at a 20 level progression of the character I plan on using. In our campaign we might get into epic levels, but for the purposes of this build I will only go up to level 20. As a note, while this is a Dread Necromancer, I will not be going into the creation of undead, as there are already a ton of guides over it, and I really don't care all that much. I plan on doing some undead making, but only as a compliment to our party to help the rogue out. Most of my undead will just be skellies and zombies (of various size and ability).<br />
<br />
Formatting and spelling/grammar issue fixes are welcome, you won't hurt my pride.<br />
<br />
[[Image:Epic_Lucan.jpg|thumb|Prepare to Die]]<br />
<br />
== References ==<br />
<br />
Player's Handbook (duh), Players's Handbook 2 (for Duskblade), Magic Item Compendium (for stuff), Complete Mage (abjurant champion), Heroes of Horror (Dread Necromancer), Libris Mortis (for all the undead stuffs). Also multiple guides of the wizards and giantsintheplayround forums gave me a few ideas. <br />
<br />
== Game Rule Components ==<br />
<br />
Up to 8th level Dread Necromancer Spell casting, 1st level Duskblade Spell Casting (albiet at a Caster Level of 14 due to the Abjurant Champion ability Martial Arcanist), Charnel Touch (and all its varients thereof), and lastly Channeling from Duskblade.<br />
<br />
=== Items ===<br />
I will organize these by slot<br />
<br />
Weapon: +5 Spell Strike, Necrotic Focus, Defending Greatsword with a crystal of greater arcane steel (best, but a Dread Necromancer with a Scythe is pretty cool)<br />
<br />
Armor: +5 Heavy Fortification Mithral Breastplate.<br />
<br />
Head: Circlet of Rapid Casting<br />
<br />
Face: Mask of Lies<br />
<br />
Shoulders: Cloak of Charisma +6<br />
<br />
Torso: Vest of Resistance +5<br />
<br />
Throat: Amulet of Health +6 OR Amulet of Natural Armor +5 (if you have no constitution score)<br />
<br />
Waist: Belt of Giant Strength +6<br />
<br />
Arms: Strongarm Bracers<br />
<br />
Hands: Barbs of Retribution<br />
<br />
Boots: Winged Boots<br />
<br />
Ring: Ring of Protection +5<br />
<br />
Ring: Deadwalker's Ring<br />
<br />
Other: 372,800 gold pieces to spend on whatever else you want. My suggestions are a Rod of Undead Mastery, whatever ability score tomes you want, a portable hole, a hat of disguise, and all the scrolls and wands you can get your hands on. Runestaffs are a great way to gain access to spells you wouldn't normally get. And of course you can never go wrong with a Nightstick.<br />
<br />
=== Progression ===<br />
<br />
'''Starting Ability Scores (Before Racial Adjustments):''' Standard 25 point buy:<br />
[[SRD:Strength|Str]] 13<br />
[[SRD:Dexterity|Dex]] 8<br />
[[SRD:Constitution|Con]] 14<br />
[[SRD:Intelligence|Int]] 10<br />
[[SRD:Wisdom|Wis]]10<br />
[[SRD:Charisma|Cha]] 16.<br />
<br />
'''Race (Templates):''' [[SRD:Humans (Race)|Human]] (for the feat). Necropolitian is a template that makes you an undead that you can get at level 3. This is a great template for a budding Dread Necromancer, however I did not take it (as such this build will not), because I think they're lame and I am a slave to fashion. If you chose to go Necropolitian however, do not take tomb-tainted soul at 1st level (unless your DM allows retraining) and allocate the points in constitution to something else (preferably strength or charisma).<br />
<br />
''Starting Racial Traits:'' Bonus Feat and Bonus skills.<br />
<br />
{| class="d20" style="text-align: left;" {{#vardefine: odd|0}}<br />
|- style="text-align: center;"<br />
! rowspan="2" | ECL<br />
! rowspan="2" | Class/HD/LA<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Feats<br />
! rowspan="2" | Class<br/>Features<br />
! rowspan="2" | Special<br />
|- style="text-align: center;"<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || Dread Necromancer || +0 || +0 || +0 || +2 || Tomb Tainted Soul, Spell Focus (Necromancy) || Charnel Touch, Rebuke Undead || Dread Necromancer Spellcasting (1st level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || Dread Necromancer || +1 || +0 || +0 || +3 || - || Lich Body (DR 2/magic and bludgeoning) || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || Dread Necromancer || +1 || +1 || +1 || +3 || Great Spell Focus (Necromancy) || Negative Energy Burst 1/day || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Advanced Learning, Mental Bastion || Dread Necromancer Spellcasting (2nd level spells), +1 Strength<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Fear Aura || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || Dread Necromancer || +3 || +2 || +2 || +5 || Leadership/Corpsecrafter || Scabrous Touch || Dread Necromancer Spellcasting (3rd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || Dread Necromancer || +3 || +2 || +2 || +5 || - || Lich Body DR4, Summon Familiar || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || Dread Necromancer || +4 || +2 || +2 || +6 || - || Advanced Learning, Negative Energy Burst 2/day, UNDEAD MASTERY || Dread Necromancer Spellcasting (4th level spells), +1 Charisma<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || Duskblade || +5 || +6 || +2 || +8 || Corpsecrafter/Nimble Bones || Arcane Attunement, Armored Mage (Light) || Duskblade Spellcasting (1st level)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || Duskblade || +6/+1 || +7 || +2 || +9 || - || Combat Casting || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || Duskblade || +7/+2 || +7 || +3 || +9 || - || ARCANE CHANNELING || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || Abjurant Champion || +8/+3 || +7 || +3 || +11 || Nimble Bones/Destructive Retribution || Abjurant Armor, Extend Abjuration || +1 level of Dread Necromancer Spellcasting, +1 Charisma<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || Abjurant Champion || +9/+4 || +7 || +3 || +12 || - || Swift Abjuration || +1 level of Dread Necromancer Spellcasting (5th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || Abjurant Champion || +10/+5 || +8 || +4 || +12 || - || - || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || Abjurant Champion || +11/+6/+1 || +8 || +4 || +13 || Destructive Retribution/Empower Spell || Arcane Boost || +1 level of Dread Necromancer Spellcasting (6th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || Abjurant Champion || +12/+7/+2 || +8 || +4 || +13 || - || Martial Arcanist || +1 level of Dread Necromancer Spellcasting, +1 Charisma<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || Dread Necromancer || +12/+7/+2 || +9 || +5 || +13 || - || Negative Energy Resistance || Dread Necromancer Spellcasting (7th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || Empower Spell/Versatile Spellcasting || Light Fortification || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || - || Lich Body DR6, Scabrous Touch 2/day || Dread Necromancer Spellcasting (8th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || Dread Necromancer || +14/+9/+4 || +10 || +6 || +15 || - || Advanced Learning, Enervating Touch || +1 Charisma<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
=== Other Components ===<br />
<br />
The reanimating of undead can get expensive, so I suggest finding a way to pull in some extra income. Crafting items can be a great way. If you are playing a [[SRD:Alignment|neutral]] character, try to convince your fellow party members to chip in the price of onyxes (after all your minions will be taking most of the damage, not them), or if you are [[SRD:Alignment|evil]] (like me) you can always extort/rob random NPCs.<br />
<br />
== Highlights ==<br />
<br />
This build is designed to maximize your melee prowess WITH YOUR SPELLS. You are not a Barbarian, so don't try to play one. You're damage comes from channeling nasty touch spells at EVERYTHING you can. The second you get 6th level spells, that becomes Harm. So Harm everything that moves. The raw damage from the greatsword helps, but most of your damage will be from spells. <br />
<br />
You are also going to need all the help you can get. Your BAB is alright, but not brilliant, and with a spell strike sword you will be switching most of your weapons enhancement bonus to your spell DCs. As a result of this get your minions to flank, have your wizard debuff everything (or buff you), and have your minions trip things. There is nothing funnier than watching the goody good Paladin take a channeled Harm to the face because he got tripped by your spiked chain wielding zombie.<br />
<br />
FEAR STACKING. The skill trick Never Outnumbered allows you to intimidate all enemies within 10 feat when you use intimidate against an opponent. Use that, then run in with your Fear Aura. This will bring your opponents to frightened, making them effectively useless. This is a great way to ensure victory in combat.<br />
<br />
A note on advanced learning: Advanced learning is a class feature that allows you to add necromancy spells from the wizard/sorcerer list that aren't on yours already. It is a nice feature, but ask your DM if you can pick up the warmage class feature Eclectic Learning instead. This will gain you access to some nice utilitarian spells that can be live savers.<br />
<br />
How many Hit Dice of undead can I control?: With the appropriate magic items (Deadwalker's Ring and Rod of Undead Mastery) plus Undead Mastery and Corpse Crafter, you can control ((4+cha mod) x2)x HD worth of undead via Animate Dead and they all have +6 HP/HD, +4 Str, +4 Dex.<br />
<br />
== How This Works?==<br />
<br />
This is basically what is going to go down...<br />
<br />
Tomb-Tainted Soul is going to allow you to heal yourself with negative energy, and since you have a class ability that gives you exactly that (Charnel Touch), you basically get free out of combat healing. Your first few levels will be rough, always being at full health between fights and DR will help, but remember your d6 hit die, you are not a barbarian. As soon as you can rebuke things successfully (level 2), go get some skeletons to supplement your melee abilites (and the rogues sure wont mind the extra flanking). <br />
<br />
At level 8 you can Animate Dead and Undead Mastery which means its time to take a break from adventuring and start creating your army. Your three levels in duskblade will grant your channeling and access to new spells for wands and such. Once you have channel spell and a decent BAB now is when you come to the forefront of combat. Spells like Bestow Curse, Inflict Critical Wounds, vampiric touch, and Enervation will be your bread and butter over the next few levels. <br />
<br />
Late game should be almost laughable. With your undead minions most adventures can be easily soloed (but that is no fun, so don't). All but the most resilient of enemies will fall to your spells such as slay living, harm, finger of death, and circle of death. And with your ridiculous amount of spells you will be casting something every round most likely.<br />
<br />
A note on your undead minions: A well equipped undead is a deadly undead. A zombie is not a threat, a giant zombie in full plate and a spiked chain is a considerable threat. Organize your minions into groups and protect the more vulnerable ones. That is all I will say about that however, if you want a comprehensive guide on how to handle your undead, google it. <br />
<br />
== Munchkin-Size Me ==<br />
<br />
Further optimizations: <br />
<br />
1. Be a Necropolitian. Like I said, I did not, because I think they're really lame, but that is just me. If you like being an undead nerd, go for it. If grants you all undead qualities and at relatively no cost. <br />
<br />
2. Get a Legacy Weapon. My DM gave me a legacy sword that allowed me to spend rebuke attempts to decrease the level of metamagic (similar to Divine Metamagic). Not to mention Legacy Weapons are just awesome.<br />
<br />
3. Be a Strongheart Halfing. Bonus Feats and you are small!<br />
<br />
4. Think outside of the box! You are a Dread Necromancer! The world is your playground and the lives of the pathetic mortals who walk it are your playthings. Take out Faction or City Leaders and replace them with undead under your control with a [[SRD:Hat of Disguise|Hat of Disguise]]. Unleash hordes of Wights into villages and watch the country side drown in undead. Become a vampire and get spawn(more undead)! Sacrifice (see BoVD for rules on that) those silly Paladins and use the experience to make stuff (I have an artificer in the party so we do that a lot). Use Magic Jars to possess things and watch the chaos ensue.<br />
<br />
== Side Notes ==<br />
<br />
On a roleplaying note, I suggest playing an Evil character. Dread Necromancers can be [[SRD:Alignment|neutral]], but you shouldn't be. This is a class for the truly depraved and wicked. You are a master of all that is evil and sentient life holds no value for you. Kill Paladins and bring them back as undead. Unleash disease upon the world. Let the world drown in your unholy might. [[SRD:Alignment|Neutral]] is legal, but [[SRD:Alignment|evil]] is way to go to take full advantage of the awesomeness this class can bring.<br />
<br />
=== Limitations ===<br />
<br />
Obviously if your DM outlaws any of the above mentioned books this build won't work. Also, make sure your DM is ok with everything this class can do. If your DM will never give you access to proper undead, or thinks that unleashing hordes of undead on his campaign setting is a bad thing, this build will still work, but it wont be nearly as fun. You will still rock at doing damage, but the class loses its flavor (you're better off playing a cleric).<br />
<br />
=== DM Counters ===<br />
<br />
CLERICS. A group of well armed and well trained clerics will ruin a Dread Necromancers day. Also limit the amount of undead the player can have access to. A campaign setting that has extreme restrictions on magic users/necromancy will also make the player do a lot more running and hiding.<br />
<br />
=== Miscellaneous ===<br />
<br />
A note on Leadership: I suggest taking Leadership/Undead Leadership, as they are the two most powerful feats in the game (arguably). That being said, a lot of DMs don't allow it in their games. If yours does however, I highly suggest taking this feat. An undead bard with the Requim feat from Heroes of Horror will be a great addition to any party and your bard can further bolster your undead.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:WotC Rules Only]]<!-- REMOVE THIS ENTIRE LINE IF THIS CHARACTER OPTIMIZATION USES RULES THAT ARE NOT FOUND WITHIN WOTC SOURCE BOOKS!!! --></div>Eonir777https://www.dandwiki.com/w/index.php?title=Melee_Specialized_Dread_Necromancer_(3.5e_Optimized_Character_Build)&diff=549136Melee Specialized Dread Necromancer (3.5e Optimized Character Build)2012-02-01T00:03:13Z<p>Eonir777: /* Progression */</p>
<hr />
<div>{{wikify|Links to the [[SRD:System Reference Document|SRD]] need to be added throughout.}}<br />
<br />
== Introduction ==<br />
<br />
The Dread Necromancer, the Scourge of the Living and Master of Undeath. This class which appears in the book Heroes of Horror is a wonderfully flavored class that can bring an entirely new feel to the table. The potential to have hordes of undead followers, full 9th level spellcasting, and some great class abilities can be very enticing options. I however took a different approach to my Dread Necromancer. While they don't like a class that would do all that well in melee (poor BAB and light armor) they can, with a little optimization, be truly terrifying forces on the battlefield.<br />
<br />
This build will look at a 20 level progression of the character I plan on using. In our campaign we might get into epic levels, but for the purposes of this build I will only go up to level 20. As a note, while this is a Dread Necromancer, I will not be going into the creation of undead, as there are already a ton of guides over it, and I really don't care all that much. I plan on doing some undead making, but only as a compliment to our party to help the rogue out. Most of my undead will just be skellies and zombies (of various size and ability).<br />
<br />
Formatting and spelling/grammar issue fixes are welcome, you won't hurt my pride.<br />
<br />
[[Image:Epic_Lucan.jpg|thumb|Prepare to Die]]<br />
<br />
== References ==<br />
<br />
Player's Handbook (duh), Players's Handbook 2 (for Duskblade), Magic Item Compendium (for stuff), Complete Mage (abjurant champion), Heroes of Horror (Dread Necromancer), Libris Mortis (for all the undead stuffs). Also multiple guides of the wizards and giantsintheplayround forums gave me a few ideas. <br />
<br />
== Game Rule Components ==<br />
<br />
Up to 8th level Dread Necromancer Spell casting, 1st level Duskblade Spell Casting (albiet at a Caster Level of 14 due to the Abjurant Champion ability Martial Arcanist), Charnel Touch (and all its varients thereof), and lastly Channeling from Duskblade.<br />
<br />
=== Items ===<br />
I will organize these by slot<br />
<br />
Weapon: +5 Spell Strike, Necrotic Focus, Defending Greatsword with a crystal of greater arcane steel (best, but a Dread Necromancer with a Scythe is pretty cool)<br />
<br />
Armor: +5 Heavy Fortification Mithral Breastplate.<br />
<br />
Head: Circlet of Rapid Casting<br />
<br />
Face: Mask of Lies<br />
<br />
Shoulders: Cloak of Charisma +6<br />
<br />
Torso: Vest of Resistance +5<br />
<br />
Throat: Amulet of Health +6 OR Amulet of Natural Armor +5 (if you have no constitution score)<br />
<br />
Waist: Belt of Giant Strength +6<br />
<br />
Arms: Strongarm Bracers<br />
<br />
Hands: Barbs of Retribution<br />
<br />
Boots: Winged Boots<br />
<br />
Ring: Ring of Protection +5<br />
<br />
Ring: Deadwalker's Ring<br />
<br />
Other: 372,800 gold pieces to spend on whatever else you want. My suggestions are a Rod of Undead Mastery, whatever ability score tomes you want, a portable hole, a hat of disguise, and all the scrolls and wands you can get your hands on.<br />
<br />
=== Progression ===<br />
<br />
'''Starting Ability Scores (Before Racial Adjustments):''' Standard 25 point buy:<br />
[[SRD:Strength|Str]] 13<br />
[[SRD:Dexterity|Dex]] 8<br />
[[SRD:Constitution|Con]] 14<br />
[[SRD:Intelligence|Int]] 10<br />
[[SRD:Wisdom|Wis]]10<br />
[[SRD:Charisma|Cha]] 16.<br />
<br />
'''Race (Templates):''' [[SRD:Humans (Race)|Human]] (for the feat). Necropolitian is a template that makes you an undead that you can get at level 3. This is a great template for a budding Dread Necromancer, however I did not take it (as such this build will not), because I think they're lame and I am a slave to fashion. If you chose to go Necropolitian however, do not take tomb-tainted soul at 1st level (unless your DM allows retraining) and allocate the points in constitution to something else (preferably strength or charisma).<br />
<br />
''Starting Racial Traits:'' Bonus Feat and Bonus skills.<br />
<br />
{| class="d20" style="text-align: left;" {{#vardefine: odd|0}}<br />
|- style="text-align: center;"<br />
! rowspan="2" | ECL<br />
! rowspan="2" | Class/HD/LA<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Feats<br />
! rowspan="2" | Class<br/>Features<br />
! rowspan="2" | Special<br />
|- style="text-align: center;"<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || Dread Necromancer || +0 || +0 || +0 || +2 || Tomb Tainted Soul, Spell Focus (Necromancy) || Charnel Touch, Rebuke Undead || Dread Necromancer Spellcasting (1st level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || Dread Necromancer || +1 || +0 || +0 || +3 || - || Lich Body (DR 2/magic and bludgeoning) || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || Dread Necromancer || +1 || +1 || +1 || +3 || Great Spell Focus (Necromancy) || Negative Energy Burst 1/day || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Advanced Learning, Mental Bastion || Dread Necromancer Spellcasting (2nd level spells), +1 Strength<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Fear Aura || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || Dread Necromancer || +3 || +2 || +2 || +5 || Leadership/Corpsecrafter || Scabrous Touch || Dread Necromancer Spellcasting (3rd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || Dread Necromancer || +3 || +2 || +2 || +5 || - || Lich Body DR4, Summon Familiar || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || Dread Necromancer || +4 || +2 || +2 || +6 || - || Advanced Learning, Negative Energy Burst 2/day, UNDEAD MASTERY || Dread Necromancer Spellcasting (4th level spells), +1 Charisma<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || Duskblade || +5 || +6 || +2 || +8 || Corpsecrafter/Nimble Bones || Arcane Attunement, Armored Mage (Light) || Duskblade Spellcasting (1st level)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || Duskblade || +6/+1 || +7 || +2 || +9 || - || Combat Casting || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || Duskblade || +7/+2 || +7 || +3 || +9 || - || ARCANE CHANNELING || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || Abjurant Champion || +8/+3 || +7 || +3 || +11 || Nimble Bones/Destructive Retribution || Abjurant Armor, Extend Abjuration || +1 level of Dread Necromancer Spellcasting, +1 Charisma<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || Abjurant Champion || +9/+4 || +7 || +3 || +12 || - || Swift Abjuration || +1 level of Dread Necromancer Spellcasting (5th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || Abjurant Champion || +10/+5 || +8 || +4 || +12 || - || - || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || Abjurant Champion || +11/+6/+1 || +8 || +4 || +13 || Destructive Retribution/Empower Spell || Arcane Boost || +1 level of Dread Necromancer Spellcasting (6th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || Abjurant Champion || +12/+7/+2 || +8 || +4 || +13 || - || Martial Arcanist || +1 level of Dread Necromancer Spellcasting, +1 Charisma<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || Dread Necromancer || +12/+7/+2 || +9 || +5 || +13 || - || Negative Energy Resistance || Dread Necromancer Spellcasting (7th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || Empower Spell/Versatile Spellcasting || Light Fortification || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || - || Lich Body DR6, Scabrous Touch 2/day || Dread Necromancer Spellcasting (8th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || Dread Necromancer || +14/+9/+4 || +10 || +6 || +15 || - || Advanced Learning, Enervating Touch || +1 Charisma<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
=== Other Components ===<br />
<br />
The reanimating of undead can get expensive, so I suggest finding a way to pull in some extra income. Crafting items can be a great way. If you are playing a [[SRD:Alignment|neutral]] character, try to convince your fellow party members to chip in the price of onyxes (after all your minions will be taking most of the damage, not them), or if you are [[SRD:Alignment|evil]] (like me) you can always extort/rob random NPCs.<br />
<br />
== Highlights ==<br />
<br />
This build is designed to maximize your melee prowess WITH YOUR SPELLS. You are not a Barbarian, so don't try to play one. You're damage comes from channeling nasty touch spells at EVERYTHING you can. The second you get 6th level spells, that becomes Harm. So Harm everything that moves. The raw damage from the greatsword helps, but most of your damage will be from spells. <br />
<br />
You are also going to need all the help you can get. Your BAB is alright, but not brilliant, and with a spell strike sword you will be switching most of your weapons enhancement bonus to your spell DCs. As a result of this get your minions to flank, have your wizard debuff everything (or buff you), and have your minions trip things. There is nothing funnier than watching the goody good Paladin take a channeled Harm to the face because he got tripped by your spiked chain wielding zombie.<br />
<br />
FEAR STACKING. The skill trick Never Outnumbered allows you to intimidate all enemies within 10 feat when you use intimidate against an opponent. Use that, then run in with your Fear Aura. This will bring your opponents to frightened, making them effectively useless. This is a great way to ensure victory in combat.<br />
<br />
A note on advanced learning: Advanced learning is a class feature that allows you to add necromancy spells from the wizard/sorcerer list that aren't on yours already. It is a nice feature, but ask your DM if you can pick up the warmage class feature Eclectic Learning instead. This will gain you access to some nice utilitarian spells that can be live savers.<br />
<br />
How many Hit Dice of undead can I control?: With the appropriate magic items (Deadwalker's Ring and Rod of Undead Mastery) plus Undead Mastery and Corpse Crafter, you can control ((4+cha mod) x2)x HD worth of undead via Animate Dead and they all have +6 HP/HD, +4 Str, +4 Dex.<br />
<br />
== How This Works?==<br />
<br />
This is basically what is going to go down...<br />
<br />
Tomb-Tainted Soul is going to allow you to heal yourself with negative energy, and since you have a class ability that gives you exactly that (Charnel Touch), you basically get free out of combat healing. Your first few levels will be rough, always being at full health between fights and DR will help, but remember your d6 hit die, you are not a barbarian. As soon as you can rebuke things successfully (level 2), go get some skeletons to supplement your melee abilites (and the rogues sure wont mind the extra flanking). <br />
<br />
At level 8 you can Animate Dead and Undead Mastery which means its time to take a break from adventuring and start creating your army. Your three levels in duskblade will grant your channeling and access to new spells for wands and such. Once you have channel spell and a decent BAB now is when you come to the forefront of combat. Spells like Bestow Curse, Inflict Critical Wounds, vampiric touch, and Enervation will be your bread and butter over the next few levels. <br />
<br />
Late game should be almost laughable. With your undead minions most adventures can be easily soloed (but that is no fun, so don't). All but the most resilient of enemies will fall to your spells such as slay living, harm, finger of death, and circle of death. And with your ridiculous amount of spells you will be casting something every round most likely.<br />
<br />
A note on your undead minions: A well equipped undead is a deadly undead. A zombie is not a threat, a giant zombie in full plate and a spiked chain is a considerable threat. Organize your minions into groups and protect the more vulnerable ones. That is all I will say about that however, if you want a comprehensive guide on how to handle your undead, google it. <br />
<br />
== Munchkin-Size Me ==<br />
<br />
Further optimizations: <br />
<br />
1. Be a Necropolitian. Like I said, I did not, because I think they're really lame, but that is just me. If you like being an undead nerd, go for it. If grants you all undead qualities and at relatively no cost. <br />
<br />
2. Get a Legacy Weapon. My DM gave me a legacy sword that allowed me to spend rebuke attempts to decrease the level of metamagic (similar to Divine Metamagic). Not to mention Legacy Weapons are just awesome.<br />
<br />
3. Be a Strongheart Halfing. Bonus Feats and you are small!<br />
<br />
4. Think outside of the box! You are a Dread Necromancer! The world is your playground and the lives of the pathetic mortals who walk it are your playthings. Take out Faction or City Leaders and replace them with undead under your control with a [[SRD:Hat of Disguise|Hat of Disguise]]. Unleash hordes of Wights into villages and watch the country side drown in undead. Become a vampire and get spawn(more undead)! Sacrifice (see BoVD for rules on that) those silly Paladins and use the experience to make stuff (I have an artificer in the party so we do that a lot). Use Magic Jars to possess things and watch the chaos ensue.<br />
<br />
== Side Notes ==<br />
<br />
On a roleplaying note, I suggest playing an Evil character. Dread Necromancers can be [[SRD:Alignment|neutral]], but you shouldn't be. This is a class for the truly depraved and wicked. You are a master of all that is evil and sentient life holds no value for you. Kill Paladins and bring them back as undead. Unleash disease upon the world. Let the world drown in your unholy might. [[SRD:Alignment|Neutral]] is legal, but [[SRD:Alignment|evil]] is way to go to take full advantage of the awesomeness this class can bring.<br />
<br />
=== Limitations ===<br />
<br />
Obviously if your DM outlaws any of the above mentioned books this build won't work. Also, make sure your DM is ok with everything this class can do. If your DM will never give you access to proper undead, or thinks that unleashing hordes of undead on his campaign setting is a bad thing, this build will still work, but it wont be nearly as fun. You will still rock at doing damage, but the class loses its flavor (you're better off playing a cleric).<br />
<br />
=== DM Counters ===<br />
<br />
CLERICS. A group of well armed and well trained clerics will ruin a Dread Necromancers day. Also limit the amount of undead the player can have access to. A campaign setting that has extreme restrictions on magic users/necromancy will also make the player do a lot more running and hiding.<br />
<br />
=== Miscellaneous ===<br />
<br />
A note on Leadership: I suggest taking Leadership/Undead Leadership, as they are the two most powerful feats in the game (arguably). That being said, a lot of DMs don't allow it in their games. If yours does however, I highly suggest taking this feat. An undead bard with the Requim feat from Heroes of Horror will be a great addition to any party and your bard can further bolster your undead.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:WotC Rules Only]]<!-- REMOVE THIS ENTIRE LINE IF THIS CHARACTER OPTIMIZATION USES RULES THAT ARE NOT FOUND WITHIN WOTC SOURCE BOOKS!!! --></div>Eonir777https://www.dandwiki.com/w/index.php?title=Melee_Specialized_Dread_Necromancer_(3.5e_Optimized_Character_Build)&diff=549134Melee Specialized Dread Necromancer (3.5e Optimized Character Build)2012-01-31T23:55:43Z<p>Eonir777: /* Highlights */</p>
<hr />
<div>{{wikify|Links to the [[SRD:System Reference Document|SRD]] need to be added throughout.}}<br />
<br />
== Introduction ==<br />
<br />
The Dread Necromancer, the Scourge of the Living and Master of Undeath. This class which appears in the book Heroes of Horror is a wonderfully flavored class that can bring an entirely new feel to the table. The potential to have hordes of undead followers, full 9th level spellcasting, and some great class abilities can be very enticing options. I however took a different approach to my Dread Necromancer. While they don't like a class that would do all that well in melee (poor BAB and light armor) they can, with a little optimization, be truly terrifying forces on the battlefield.<br />
<br />
This build will look at a 20 level progression of the character I plan on using. In our campaign we might get into epic levels, but for the purposes of this build I will only go up to level 20. As a note, while this is a Dread Necromancer, I will not be going into the creation of undead, as there are already a ton of guides over it, and I really don't care all that much. I plan on doing some undead making, but only as a compliment to our party to help the rogue out. Most of my undead will just be skellies and zombies (of various size and ability).<br />
<br />
Formatting and spelling/grammar issue fixes are welcome, you won't hurt my pride.<br />
<br />
[[Image:Epic_Lucan.jpg|thumb|Prepare to Die]]<br />
<br />
== References ==<br />
<br />
Player's Handbook (duh), Players's Handbook 2 (for Duskblade), Magic Item Compendium (for stuff), Complete Mage (abjurant champion), Heroes of Horror (Dread Necromancer), Libris Mortis (for all the undead stuffs). Also multiple guides of the wizards and giantsintheplayround forums gave me a few ideas. <br />
<br />
== Game Rule Components ==<br />
<br />
Up to 8th level Dread Necromancer Spell casting, 1st level Duskblade Spell Casting (albiet at a Caster Level of 14 due to the Abjurant Champion ability Martial Arcanist), Charnel Touch (and all its varients thereof), and lastly Channeling from Duskblade.<br />
<br />
=== Items ===<br />
I will organize these by slot<br />
<br />
Weapon: +5 Spell Strike, Necrotic Focus, Defending Greatsword with a crystal of greater arcane steel (best, but a Dread Necromancer with a Scythe is pretty cool)<br />
<br />
Armor: +5 Heavy Fortification Mithral Breastplate.<br />
<br />
Head: Circlet of Rapid Casting<br />
<br />
Face: Mask of Lies<br />
<br />
Shoulders: Cloak of Charisma +6<br />
<br />
Torso: Vest of Resistance +5<br />
<br />
Throat: Amulet of Health +6 OR Amulet of Natural Armor +5 (if you have no constitution score)<br />
<br />
Waist: Belt of Giant Strength +6<br />
<br />
Arms: Strongarm Bracers<br />
<br />
Hands: Barbs of Retribution<br />
<br />
Boots: Winged Boots<br />
<br />
Ring: Ring of Protection +5<br />
<br />
Ring: Deadwalker's Ring<br />
<br />
Other: 372,800 gold pieces to spend on whatever else you want. My suggestions are a Rod of Undead Mastery, whatever ability score tomes you want, a portable hole, a hat of disguise, and all the scrolls and wands you can get your hands on.<br />
<br />
=== Progression ===<br />
<br />
'''Starting Ability Scores (Before Racial Adjustments):''' Standard 25 point buy:<br />
[[SRD:Strength|Str]] 13<br />
[[SRD:Dexterity|Dex]] 8<br />
[[SRD:Constitution|Con]] 14<br />
[[SRD:Intelligence|Int]] 10<br />
[[SRD:Wisdom|Wis]]10<br />
[[SRD:Charisma|Cha]] 16.<br />
<br />
'''Race (Templates):''' [[SRD:Humans (Race)|Human]] (for the feat). Necropolitian is a template that makes you an undead that you can get at level 3. This is a great template for a budding Dread Necromancer, however I did not take it (as such this build will not), because I think they're lame and I am a slave to fashion. If you chose to go Necropolitian however, do not take tomb-tainted soul at 1st level (unless your DM allows retraining) and allocate the points in constitution to something else (preferably strength or charisma).<br />
<br />
''Starting Racial Traits:'' Bonus Feat and Bonus skills.<br />
<br />
{| class="d20" style="text-align: left;" {{#vardefine: odd|0}}<br />
|- style="text-align: center;"<br />
! rowspan="2" | ECL<br />
! rowspan="2" | Class/HD/LA<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Feats<br />
! rowspan="2" | Class<br/>Features<br />
! rowspan="2" | Special<br />
|- style="text-align: center;"<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || Dread Necromancer || +0 || +0 || +0 || +2 || Tomb Tainted Soul, Spell Focus (Necromancy) || Charnel Touch, Rebuke Undead || Dread Necromancer Spellcasting (1st level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || Dread Necromancer || +1 || +0 || +0 || +3 || - || Lich Body (DR 2/magic and bludgeoning) || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || Dread Necromancer || +1 || +1 || +1 || +3 || Great Spell Focus (Necromancy) || Negative Energy Burst 1/day || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Advanced Learning, Mental Bastion || Dread Necromancer Spellcasting (2nd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Fear Aura || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || Dread Necromancer || +3 || +2 || +2 || +5 || Leadership/Corpsecrafter || Scabrous Touch || Dread Necromancer Spellcasting (3rd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || Dread Necromancer || +3 || +2 || +2 || +5 || - || Lich Body DR4, Summon Familiar || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || Dread Necromancer || +4 || +2 || +2 || +6 || - || Advanced Learning, Negative Energy Burst 2/day, UNDEAD MASTERY || Dread Necromancer Spellcasting (4th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || Duskblade || +5 || +6 || +2 || +8 || Corpsecrafter/Nimble Bones || Arcane Attunement, Armored Mage (Light) || Duskblade Spellcasting (1st level)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || Duskblade || +6/+1 || +7 || +2 || +9 || - || Combat Casting || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || Duskblade || +7/+2 || +7 || +3 || +9 || - || ARCANE CHANNELING || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || Abjurant Champion || +8/+3 || +7 || +3 || +11 || Nimble Bones/Destructive Retribution || Abjurant Armor, Extend Abjuration || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || Abjurant Champion || +9/+4 || +7 || +3 || +12 || - || Swift Abjuration || +1 level of Dread Necromancer Spellcasting (5th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || Abjurant Champion || +10/+5 || +8 || +4 || +12 || - || - || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || Abjurant Champion || +11/+6/+1 || +8 || +4 || +13 || Destructive Retribution/Empower Spell || Arcane Boost || +1 level of Dread Necromancer Spellcasting (6th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || Abjurant Champion || +12/+7/+2 || +8 || +4 || +13 || - || Martial Arcanist || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || Dread Necromancer || +12/+7/+2 || +9 || +5 || +13 || - || Negative Energy Resistance || Dread Necromancer Spellcasting (7th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || Empower Spell/Versatile Spellcasting || Light Fortification || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || - || Lich Body DR6, Scabrous Touch 2/day || Dread Necromancer Spellcasting (8th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || Dread Necromancer || +14/+9/+4 || +10 || +6 || +15 || - || Advanced Learning, Enervating Touch || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
=== Other Components ===<br />
<br />
The reanimating of undead can get expensive, so I suggest finding a way to pull in some extra income. Crafting items can be a great way. If you are playing a [[SRD:Alignment|neutral]] character, try to convince your fellow party members to chip in the price of onyxes (after all your minions will be taking most of the damage, not them), or if you are [[SRD:Alignment|evil]] (like me) you can always extort/rob random NPCs.<br />
<br />
== Highlights ==<br />
<br />
This build is designed to maximize your melee prowess WITH YOUR SPELLS. You are not a Barbarian, so don't try to play one. You're damage comes from channeling nasty touch spells at EVERYTHING you can. The second you get 6th level spells, that becomes Harm. So Harm everything that moves. The raw damage from the greatsword helps, but most of your damage will be from spells. <br />
<br />
You are also going to need all the help you can get. Your BAB is alright, but not brilliant, and with a spell strike sword you will be switching most of your weapons enhancement bonus to your spell DCs. As a result of this get your minions to flank, have your wizard debuff everything (or buff you), and have your minions trip things. There is nothing funnier than watching the goody good Paladin take a channeled Harm to the face because he got tripped by your spiked chain wielding zombie.<br />
<br />
FEAR STACKING. The skill trick Never Outnumbered allows you to intimidate all enemies within 10 feat when you use intimidate against an opponent. Use that, then run in with your Fear Aura. This will bring your opponents to frightened, making them effectively useless. This is a great way to ensure victory in combat.<br />
<br />
A note on advanced learning: Advanced learning is a class feature that allows you to add necromancy spells from the wizard/sorcerer list that aren't on yours already. It is a nice feature, but ask your DM if you can pick up the warmage class feature Eclectic Learning instead. This will gain you access to some nice utilitarian spells that can be live savers.<br />
<br />
How many Hit Dice of undead can I control?: With the appropriate magic items (Deadwalker's Ring and Rod of Undead Mastery) plus Undead Mastery and Corpse Crafter, you can control ((4+cha mod) x2)x HD worth of undead via Animate Dead and they all have +6 HP/HD, +4 Str, +4 Dex.<br />
<br />
== How This Works?==<br />
<br />
This is basically what is going to go down...<br />
<br />
Tomb-Tainted Soul is going to allow you to heal yourself with negative energy, and since you have a class ability that gives you exactly that (Charnel Touch), you basically get free out of combat healing. Your first few levels will be rough, always being at full health between fights and DR will help, but remember your d6 hit die, you are not a barbarian. As soon as you can rebuke things successfully (level 2), go get some skeletons to supplement your melee abilites (and the rogues sure wont mind the extra flanking). <br />
<br />
At level 8 you can Animate Dead and Undead Mastery which means its time to take a break from adventuring and start creating your army. Your three levels in duskblade will grant your channeling and access to new spells for wands and such. Once you have channel spell and a decent BAB now is when you come to the forefront of combat. Spells like Bestow Curse, Inflict Critical Wounds, vampiric touch, and Enervation will be your bread and butter over the next few levels. <br />
<br />
Late game should be almost laughable. With your undead minions most adventures can be easily soloed (but that is no fun, so don't). All but the most resilient of enemies will fall to your spells such as slay living, harm, finger of death, and circle of death. And with your ridiculous amount of spells you will be casting something every round most likely.<br />
<br />
A note on your undead minions: A well equipped undead is a deadly undead. A zombie is not a threat, a giant zombie in full plate and a spiked chain is a considerable threat. Organize your minions into groups and protect the more vulnerable ones. That is all I will say about that however, if you want a comprehensive guide on how to handle your undead, google it. <br />
<br />
== Munchkin-Size Me ==<br />
<br />
Further optimizations: <br />
<br />
1. Be a Necropolitian. Like I said, I did not, because I think they're really lame, but that is just me. If you like being an undead nerd, go for it. If grants you all undead qualities and at relatively no cost. <br />
<br />
2. Get a Legacy Weapon. My DM gave me a legacy sword that allowed me to spend rebuke attempts to decrease the level of metamagic (similar to Divine Metamagic). Not to mention Legacy Weapons are just awesome.<br />
<br />
3. Be a Strongheart Halfing. Bonus Feats and you are small!<br />
<br />
4. Think outside of the box! You are a Dread Necromancer! The world is your playground and the lives of the pathetic mortals who walk it are your playthings. Take out Faction or City Leaders and replace them with undead under your control with a [[SRD:Hat of Disguise|Hat of Disguise]]. Unleash hordes of Wights into villages and watch the country side drown in undead. Become a vampire and get spawn(more undead)! Sacrifice (see BoVD for rules on that) those silly Paladins and use the experience to make stuff (I have an artificer in the party so we do that a lot). Use Magic Jars to possess things and watch the chaos ensue.<br />
<br />
== Side Notes ==<br />
<br />
On a roleplaying note, I suggest playing an Evil character. Dread Necromancers can be [[SRD:Alignment|neutral]], but you shouldn't be. This is a class for the truly depraved and wicked. You are a master of all that is evil and sentient life holds no value for you. Kill Paladins and bring them back as undead. Unleash disease upon the world. Let the world drown in your unholy might. [[SRD:Alignment|Neutral]] is legal, but [[SRD:Alignment|evil]] is way to go to take full advantage of the awesomeness this class can bring.<br />
<br />
=== Limitations ===<br />
<br />
Obviously if your DM outlaws any of the above mentioned books this build won't work. Also, make sure your DM is ok with everything this class can do. If your DM will never give you access to proper undead, or thinks that unleashing hordes of undead on his campaign setting is a bad thing, this build will still work, but it wont be nearly as fun. You will still rock at doing damage, but the class loses its flavor (you're better off playing a cleric).<br />
<br />
=== DM Counters ===<br />
<br />
CLERICS. A group of well armed and well trained clerics will ruin a Dread Necromancers day. Also limit the amount of undead the player can have access to. A campaign setting that has extreme restrictions on magic users/necromancy will also make the player do a lot more running and hiding.<br />
<br />
=== Miscellaneous ===<br />
<br />
A note on Leadership: I suggest taking Leadership/Undead Leadership, as they are the two most powerful feats in the game (arguably). That being said, a lot of DMs don't allow it in their games. If yours does however, I highly suggest taking this feat. An undead bard with the Requim feat from Heroes of Horror will be a great addition to any party and your bard can further bolster your undead.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:WotC Rules Only]]<!-- REMOVE THIS ENTIRE LINE IF THIS CHARACTER OPTIMIZATION USES RULES THAT ARE NOT FOUND WITHIN WOTC SOURCE BOOKS!!! --></div>Eonir777https://www.dandwiki.com/w/index.php?title=Melee_Specialized_Dread_Necromancer_(3.5e_Optimized_Character_Build)&diff=549133Melee Specialized Dread Necromancer (3.5e Optimized Character Build)2012-01-31T23:45:58Z<p>Eonir777: /* Miscellaneous */</p>
<hr />
<div>{{wikify|Links to the [[SRD:System Reference Document|SRD]] need to be added throughout.}}<br />
<br />
== Introduction ==<br />
<br />
The Dread Necromancer, the Scourge of the Living and Master of Undeath. This class which appears in the book Heroes of Horror is a wonderfully flavored class that can bring an entirely new feel to the table. The potential to have hordes of undead followers, full 9th level spellcasting, and some great class abilities can be very enticing options. I however took a different approach to my Dread Necromancer. While they don't like a class that would do all that well in melee (poor BAB and light armor) they can, with a little optimization, be truly terrifying forces on the battlefield.<br />
<br />
This build will look at a 20 level progression of the character I plan on using. In our campaign we might get into epic levels, but for the purposes of this build I will only go up to level 20. As a note, while this is a Dread Necromancer, I will not be going into the creation of undead, as there are already a ton of guides over it, and I really don't care all that much. I plan on doing some undead making, but only as a compliment to our party to help the rogue out. Most of my undead will just be skellies and zombies (of various size and ability).<br />
<br />
Formatting and spelling/grammar issue fixes are welcome, you won't hurt my pride.<br />
<br />
[[Image:Epic_Lucan.jpg|thumb|Prepare to Die]]<br />
<br />
== References ==<br />
<br />
Player's Handbook (duh), Players's Handbook 2 (for Duskblade), Magic Item Compendium (for stuff), Complete Mage (abjurant champion), Heroes of Horror (Dread Necromancer), Libris Mortis (for all the undead stuffs). Also multiple guides of the wizards and giantsintheplayround forums gave me a few ideas. <br />
<br />
== Game Rule Components ==<br />
<br />
Up to 8th level Dread Necromancer Spell casting, 1st level Duskblade Spell Casting (albiet at a Caster Level of 14 due to the Abjurant Champion ability Martial Arcanist), Charnel Touch (and all its varients thereof), and lastly Channeling from Duskblade.<br />
<br />
=== Items ===<br />
I will organize these by slot<br />
<br />
Weapon: +5 Spell Strike, Necrotic Focus, Defending Greatsword with a crystal of greater arcane steel (best, but a Dread Necromancer with a Scythe is pretty cool)<br />
<br />
Armor: +5 Heavy Fortification Mithral Breastplate.<br />
<br />
Head: Circlet of Rapid Casting<br />
<br />
Face: Mask of Lies<br />
<br />
Shoulders: Cloak of Charisma +6<br />
<br />
Torso: Vest of Resistance +5<br />
<br />
Throat: Amulet of Health +6 OR Amulet of Natural Armor +5 (if you have no constitution score)<br />
<br />
Waist: Belt of Giant Strength +6<br />
<br />
Arms: Strongarm Bracers<br />
<br />
Hands: Barbs of Retribution<br />
<br />
Boots: Winged Boots<br />
<br />
Ring: Ring of Protection +5<br />
<br />
Ring: Deadwalker's Ring<br />
<br />
Other: 372,800 gold pieces to spend on whatever else you want. My suggestions are a Rod of Undead Mastery, whatever ability score tomes you want, a portable hole, a hat of disguise, and all the scrolls and wands you can get your hands on.<br />
<br />
=== Progression ===<br />
<br />
'''Starting Ability Scores (Before Racial Adjustments):''' Standard 25 point buy:<br />
[[SRD:Strength|Str]] 13<br />
[[SRD:Dexterity|Dex]] 8<br />
[[SRD:Constitution|Con]] 14<br />
[[SRD:Intelligence|Int]] 10<br />
[[SRD:Wisdom|Wis]]10<br />
[[SRD:Charisma|Cha]] 16.<br />
<br />
'''Race (Templates):''' [[SRD:Humans (Race)|Human]] (for the feat). Necropolitian is a template that makes you an undead that you can get at level 3. This is a great template for a budding Dread Necromancer, however I did not take it (as such this build will not), because I think they're lame and I am a slave to fashion. If you chose to go Necropolitian however, do not take tomb-tainted soul at 1st level (unless your DM allows retraining) and allocate the points in constitution to something else (preferably strength or charisma).<br />
<br />
''Starting Racial Traits:'' Bonus Feat and Bonus skills.<br />
<br />
{| class="d20" style="text-align: left;" {{#vardefine: odd|0}}<br />
|- style="text-align: center;"<br />
! rowspan="2" | ECL<br />
! rowspan="2" | Class/HD/LA<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Feats<br />
! rowspan="2" | Class<br/>Features<br />
! rowspan="2" | Special<br />
|- style="text-align: center;"<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || Dread Necromancer || +0 || +0 || +0 || +2 || Tomb Tainted Soul, Spell Focus (Necromancy) || Charnel Touch, Rebuke Undead || Dread Necromancer Spellcasting (1st level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || Dread Necromancer || +1 || +0 || +0 || +3 || - || Lich Body (DR 2/magic and bludgeoning) || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || Dread Necromancer || +1 || +1 || +1 || +3 || Great Spell Focus (Necromancy) || Negative Energy Burst 1/day || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Advanced Learning, Mental Bastion || Dread Necromancer Spellcasting (2nd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Fear Aura || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || Dread Necromancer || +3 || +2 || +2 || +5 || Leadership/Corpsecrafter || Scabrous Touch || Dread Necromancer Spellcasting (3rd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || Dread Necromancer || +3 || +2 || +2 || +5 || - || Lich Body DR4, Summon Familiar || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || Dread Necromancer || +4 || +2 || +2 || +6 || - || Advanced Learning, Negative Energy Burst 2/day, UNDEAD MASTERY || Dread Necromancer Spellcasting (4th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || Duskblade || +5 || +6 || +2 || +8 || Corpsecrafter/Nimble Bones || Arcane Attunement, Armored Mage (Light) || Duskblade Spellcasting (1st level)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || Duskblade || +6/+1 || +7 || +2 || +9 || - || Combat Casting || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || Duskblade || +7/+2 || +7 || +3 || +9 || - || ARCANE CHANNELING || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || Abjurant Champion || +8/+3 || +7 || +3 || +11 || Nimble Bones/Destructive Retribution || Abjurant Armor, Extend Abjuration || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || Abjurant Champion || +9/+4 || +7 || +3 || +12 || - || Swift Abjuration || +1 level of Dread Necromancer Spellcasting (5th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || Abjurant Champion || +10/+5 || +8 || +4 || +12 || - || - || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || Abjurant Champion || +11/+6/+1 || +8 || +4 || +13 || Destructive Retribution/Empower Spell || Arcane Boost || +1 level of Dread Necromancer Spellcasting (6th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || Abjurant Champion || +12/+7/+2 || +8 || +4 || +13 || - || Martial Arcanist || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || Dread Necromancer || +12/+7/+2 || +9 || +5 || +13 || - || Negative Energy Resistance || Dread Necromancer Spellcasting (7th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || Empower Spell/Versatile Spellcasting || Light Fortification || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || - || Lich Body DR6, Scabrous Touch 2/day || Dread Necromancer Spellcasting (8th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || Dread Necromancer || +14/+9/+4 || +10 || +6 || +15 || - || Advanced Learning, Enervating Touch || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
=== Other Components ===<br />
<br />
The reanimating of undead can get expensive, so I suggest finding a way to pull in some extra income. Crafting items can be a great way. If you are playing a [[SRD:Alignment|neutral]] character, try to convince your fellow party members to chip in the price of onyxes (after all your minions will be taking most of the damage, not them), or if you are [[SRD:Alignment|evil]] (like me) you can always extort/rob random NPCs.<br />
<br />
== Highlights ==<br />
<br />
This build is designed to maximize your melee prowess WITH YOUR SPELLS. You are not a Barbarian, so don't try to play one. You're damage comes from channeling nasty touch spells at EVERYTHING you can. The second you get 6th level spells, that becomes Harm. So Harm everything that moves. The raw damage from the greatsword helps, but most of your damage will be from spells. <br />
<br />
You are also going to need all the help you can get. Your BAB is alright, but not brilliant, and with a spell strike sword you will be switching most of your weapons enhancement bonus to your spell DCs. As a result of this get your minions to flank, have your wizard debuff everything (or buff you), and have your minions trip things. There is nothing funnier than watching the goody good Paladin take a channeled Harm to the face because he got tripped by your spiked chain wielding zombie.<br />
<br />
FEAR STACKING. The skill trick Never Outnumbered allows you to intimidate all enemies within 10 feat when you use intimidate against an opponent. Use that, then run in with your Fear Aura. This will bring your opponents to frightened, making them effectively useless. This is a great way to ensure victory in combat.<br />
<br />
A note on advanced learning: Advanced learning is a class feature that allows you to add necromancy spells from the wizard/sorcerer list that aren't on yours already. It is a nice feature, but ask your DM if you can pick up the warmage class feature Eclectic Learning instead. This will gain you access to some nice utilitarian spells that can be live savers.<br />
<br />
How many Hit Dice of undead can I control?: With the appropriate magic items (Deadwalker's Ring and Rod of Undead Mastery) plus Undead Mastery and Corpse Crafter, you can ontrol (8 + 2 x Cha)x HD worth of undead via Animate Dead and they all have +6 HP/HD, +4 Str, +4 Dex.<br />
<br />
== How This Works?==<br />
<br />
This is basically what is going to go down...<br />
<br />
Tomb-Tainted Soul is going to allow you to heal yourself with negative energy, and since you have a class ability that gives you exactly that (Charnel Touch), you basically get free out of combat healing. Your first few levels will be rough, always being at full health between fights and DR will help, but remember your d6 hit die, you are not a barbarian. As soon as you can rebuke things successfully (level 2), go get some skeletons to supplement your melee abilites (and the rogues sure wont mind the extra flanking). <br />
<br />
At level 8 you can Animate Dead and Undead Mastery which means its time to take a break from adventuring and start creating your army. Your three levels in duskblade will grant your channeling and access to new spells for wands and such. Once you have channel spell and a decent BAB now is when you come to the forefront of combat. Spells like Bestow Curse, Inflict Critical Wounds, vampiric touch, and Enervation will be your bread and butter over the next few levels. <br />
<br />
Late game should be almost laughable. With your undead minions most adventures can be easily soloed (but that is no fun, so don't). All but the most resilient of enemies will fall to your spells such as slay living, harm, finger of death, and circle of death. And with your ridiculous amount of spells you will be casting something every round most likely.<br />
<br />
A note on your undead minions: A well equipped undead is a deadly undead. A zombie is not a threat, a giant zombie in full plate and a spiked chain is a considerable threat. Organize your minions into groups and protect the more vulnerable ones. That is all I will say about that however, if you want a comprehensive guide on how to handle your undead, google it. <br />
<br />
== Munchkin-Size Me ==<br />
<br />
Further optimizations: <br />
<br />
1. Be a Necropolitian. Like I said, I did not, because I think they're really lame, but that is just me. If you like being an undead nerd, go for it. If grants you all undead qualities and at relatively no cost. <br />
<br />
2. Get a Legacy Weapon. My DM gave me a legacy sword that allowed me to spend rebuke attempts to decrease the level of metamagic (similar to Divine Metamagic). Not to mention Legacy Weapons are just awesome.<br />
<br />
3. Be a Strongheart Halfing. Bonus Feats and you are small!<br />
<br />
4. Think outside of the box! You are a Dread Necromancer! The world is your playground and the lives of the pathetic mortals who walk it are your playthings. Take out Faction or City Leaders and replace them with undead under your control with a [[SRD:Hat of Disguise|Hat of Disguise]]. Unleash hordes of Wights into villages and watch the country side drown in undead. Become a vampire and get spawn(more undead)! Sacrifice (see BoVD for rules on that) those silly Paladins and use the experience to make stuff (I have an artificer in the party so we do that a lot). Use Magic Jars to possess things and watch the chaos ensue.<br />
<br />
== Side Notes ==<br />
<br />
On a roleplaying note, I suggest playing an Evil character. Dread Necromancers can be [[SRD:Alignment|neutral]], but you shouldn't be. This is a class for the truly depraved and wicked. You are a master of all that is evil and sentient life holds no value for you. Kill Paladins and bring them back as undead. Unleash disease upon the world. Let the world drown in your unholy might. [[SRD:Alignment|Neutral]] is legal, but [[SRD:Alignment|evil]] is way to go to take full advantage of the awesomeness this class can bring.<br />
<br />
=== Limitations ===<br />
<br />
Obviously if your DM outlaws any of the above mentioned books this build won't work. Also, make sure your DM is ok with everything this class can do. If your DM will never give you access to proper undead, or thinks that unleashing hordes of undead on his campaign setting is a bad thing, this build will still work, but it wont be nearly as fun. You will still rock at doing damage, but the class loses its flavor (you're better off playing a cleric).<br />
<br />
=== DM Counters ===<br />
<br />
CLERICS. A group of well armed and well trained clerics will ruin a Dread Necromancers day. Also limit the amount of undead the player can have access to. A campaign setting that has extreme restrictions on magic users/necromancy will also make the player do a lot more running and hiding.<br />
<br />
=== Miscellaneous ===<br />
<br />
A note on Leadership: I suggest taking Leadership/Undead Leadership, as they are the two most powerful feats in the game (arguably). That being said, a lot of DMs don't allow it in their games. If yours does however, I highly suggest taking this feat. An undead bard with the Requim feat from Heroes of Horror will be a great addition to any party and your bard can further bolster your undead.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:WotC Rules Only]]<!-- REMOVE THIS ENTIRE LINE IF THIS CHARACTER OPTIMIZATION USES RULES THAT ARE NOT FOUND WITHIN WOTC SOURCE BOOKS!!! --></div>Eonir777https://www.dandwiki.com/w/index.php?title=Melee_Specialized_Dread_Necromancer_(3.5e_Optimized_Character_Build)&diff=549132Melee Specialized Dread Necromancer (3.5e Optimized Character Build)2012-01-31T23:42:08Z<p>Eonir777: /* Highlights */</p>
<hr />
<div>{{wikify|Links to the [[SRD:System Reference Document|SRD]] need to be added throughout.}}<br />
<br />
== Introduction ==<br />
<br />
The Dread Necromancer, the Scourge of the Living and Master of Undeath. This class which appears in the book Heroes of Horror is a wonderfully flavored class that can bring an entirely new feel to the table. The potential to have hordes of undead followers, full 9th level spellcasting, and some great class abilities can be very enticing options. I however took a different approach to my Dread Necromancer. While they don't like a class that would do all that well in melee (poor BAB and light armor) they can, with a little optimization, be truly terrifying forces on the battlefield.<br />
<br />
This build will look at a 20 level progression of the character I plan on using. In our campaign we might get into epic levels, but for the purposes of this build I will only go up to level 20. As a note, while this is a Dread Necromancer, I will not be going into the creation of undead, as there are already a ton of guides over it, and I really don't care all that much. I plan on doing some undead making, but only as a compliment to our party to help the rogue out. Most of my undead will just be skellies and zombies (of various size and ability).<br />
<br />
Formatting and spelling/grammar issue fixes are welcome, you won't hurt my pride.<br />
<br />
[[Image:Epic_Lucan.jpg|thumb|Prepare to Die]]<br />
<br />
== References ==<br />
<br />
Player's Handbook (duh), Players's Handbook 2 (for Duskblade), Magic Item Compendium (for stuff), Complete Mage (abjurant champion), Heroes of Horror (Dread Necromancer), Libris Mortis (for all the undead stuffs). Also multiple guides of the wizards and giantsintheplayround forums gave me a few ideas. <br />
<br />
== Game Rule Components ==<br />
<br />
Up to 8th level Dread Necromancer Spell casting, 1st level Duskblade Spell Casting (albiet at a Caster Level of 14 due to the Abjurant Champion ability Martial Arcanist), Charnel Touch (and all its varients thereof), and lastly Channeling from Duskblade.<br />
<br />
=== Items ===<br />
I will organize these by slot<br />
<br />
Weapon: +5 Spell Strike, Necrotic Focus, Defending Greatsword with a crystal of greater arcane steel (best, but a Dread Necromancer with a Scythe is pretty cool)<br />
<br />
Armor: +5 Heavy Fortification Mithral Breastplate.<br />
<br />
Head: Circlet of Rapid Casting<br />
<br />
Face: Mask of Lies<br />
<br />
Shoulders: Cloak of Charisma +6<br />
<br />
Torso: Vest of Resistance +5<br />
<br />
Throat: Amulet of Health +6 OR Amulet of Natural Armor +5 (if you have no constitution score)<br />
<br />
Waist: Belt of Giant Strength +6<br />
<br />
Arms: Strongarm Bracers<br />
<br />
Hands: Barbs of Retribution<br />
<br />
Boots: Winged Boots<br />
<br />
Ring: Ring of Protection +5<br />
<br />
Ring: Deadwalker's Ring<br />
<br />
Other: 372,800 gold pieces to spend on whatever else you want. My suggestions are a Rod of Undead Mastery, whatever ability score tomes you want, a portable hole, a hat of disguise, and all the scrolls and wands you can get your hands on.<br />
<br />
=== Progression ===<br />
<br />
'''Starting Ability Scores (Before Racial Adjustments):''' Standard 25 point buy:<br />
[[SRD:Strength|Str]] 13<br />
[[SRD:Dexterity|Dex]] 8<br />
[[SRD:Constitution|Con]] 14<br />
[[SRD:Intelligence|Int]] 10<br />
[[SRD:Wisdom|Wis]]10<br />
[[SRD:Charisma|Cha]] 16.<br />
<br />
'''Race (Templates):''' [[SRD:Humans (Race)|Human]] (for the feat). Necropolitian is a template that makes you an undead that you can get at level 3. This is a great template for a budding Dread Necromancer, however I did not take it (as such this build will not), because I think they're lame and I am a slave to fashion. If you chose to go Necropolitian however, do not take tomb-tainted soul at 1st level (unless your DM allows retraining) and allocate the points in constitution to something else (preferably strength or charisma).<br />
<br />
''Starting Racial Traits:'' Bonus Feat and Bonus skills.<br />
<br />
{| class="d20" style="text-align: left;" {{#vardefine: odd|0}}<br />
|- style="text-align: center;"<br />
! rowspan="2" | ECL<br />
! rowspan="2" | Class/HD/LA<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Feats<br />
! rowspan="2" | Class<br/>Features<br />
! rowspan="2" | Special<br />
|- style="text-align: center;"<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || Dread Necromancer || +0 || +0 || +0 || +2 || Tomb Tainted Soul, Spell Focus (Necromancy) || Charnel Touch, Rebuke Undead || Dread Necromancer Spellcasting (1st level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || Dread Necromancer || +1 || +0 || +0 || +3 || - || Lich Body (DR 2/magic and bludgeoning) || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || Dread Necromancer || +1 || +1 || +1 || +3 || Great Spell Focus (Necromancy) || Negative Energy Burst 1/day || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Advanced Learning, Mental Bastion || Dread Necromancer Spellcasting (2nd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Fear Aura || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || Dread Necromancer || +3 || +2 || +2 || +5 || Leadership/Corpsecrafter || Scabrous Touch || Dread Necromancer Spellcasting (3rd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || Dread Necromancer || +3 || +2 || +2 || +5 || - || Lich Body DR4, Summon Familiar || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || Dread Necromancer || +4 || +2 || +2 || +6 || - || Advanced Learning, Negative Energy Burst 2/day, UNDEAD MASTERY || Dread Necromancer Spellcasting (4th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || Duskblade || +5 || +6 || +2 || +8 || Corpsecrafter/Nimble Bones || Arcane Attunement, Armored Mage (Light) || Duskblade Spellcasting (1st level)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || Duskblade || +6/+1 || +7 || +2 || +9 || - || Combat Casting || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || Duskblade || +7/+2 || +7 || +3 || +9 || - || ARCANE CHANNELING || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || Abjurant Champion || +8/+3 || +7 || +3 || +11 || Nimble Bones/Destructive Retribution || Abjurant Armor, Extend Abjuration || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || Abjurant Champion || +9/+4 || +7 || +3 || +12 || - || Swift Abjuration || +1 level of Dread Necromancer Spellcasting (5th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || Abjurant Champion || +10/+5 || +8 || +4 || +12 || - || - || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || Abjurant Champion || +11/+6/+1 || +8 || +4 || +13 || Destructive Retribution/Empower Spell || Arcane Boost || +1 level of Dread Necromancer Spellcasting (6th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || Abjurant Champion || +12/+7/+2 || +8 || +4 || +13 || - || Martial Arcanist || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || Dread Necromancer || +12/+7/+2 || +9 || +5 || +13 || - || Negative Energy Resistance || Dread Necromancer Spellcasting (7th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || Empower Spell/Versatile Spellcasting || Light Fortification || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || - || Lich Body DR6, Scabrous Touch 2/day || Dread Necromancer Spellcasting (8th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || Dread Necromancer || +14/+9/+4 || +10 || +6 || +15 || - || Advanced Learning, Enervating Touch || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
=== Other Components ===<br />
<br />
The reanimating of undead can get expensive, so I suggest finding a way to pull in some extra income. Crafting items can be a great way. If you are playing a [[SRD:Alignment|neutral]] character, try to convince your fellow party members to chip in the price of onyxes (after all your minions will be taking most of the damage, not them), or if you are [[SRD:Alignment|evil]] (like me) you can always extort/rob random NPCs.<br />
<br />
== Highlights ==<br />
<br />
This build is designed to maximize your melee prowess WITH YOUR SPELLS. You are not a Barbarian, so don't try to play one. You're damage comes from channeling nasty touch spells at EVERYTHING you can. The second you get 6th level spells, that becomes Harm. So Harm everything that moves. The raw damage from the greatsword helps, but most of your damage will be from spells. <br />
<br />
You are also going to need all the help you can get. Your BAB is alright, but not brilliant, and with a spell strike sword you will be switching most of your weapons enhancement bonus to your spell DCs. As a result of this get your minions to flank, have your wizard debuff everything (or buff you), and have your minions trip things. There is nothing funnier than watching the goody good Paladin take a channeled Harm to the face because he got tripped by your spiked chain wielding zombie.<br />
<br />
FEAR STACKING. The skill trick Never Outnumbered allows you to intimidate all enemies within 10 feat when you use intimidate against an opponent. Use that, then run in with your Fear Aura. This will bring your opponents to frightened, making them effectively useless. This is a great way to ensure victory in combat.<br />
<br />
A note on advanced learning: Advanced learning is a class feature that allows you to add necromancy spells from the wizard/sorcerer list that aren't on yours already. It is a nice feature, but ask your DM if you can pick up the warmage class feature Eclectic Learning instead. This will gain you access to some nice utilitarian spells that can be live savers.<br />
<br />
How many Hit Dice of undead can I control?: With the appropriate magic items (Deadwalker's Ring and Rod of Undead Mastery) plus Undead Mastery and Corpse Crafter, you can ontrol (8 + 2 x Cha)x HD worth of undead via Animate Dead and they all have +6 HP/HD, +4 Str, +4 Dex.<br />
<br />
== How This Works?==<br />
<br />
This is basically what is going to go down...<br />
<br />
Tomb-Tainted Soul is going to allow you to heal yourself with negative energy, and since you have a class ability that gives you exactly that (Charnel Touch), you basically get free out of combat healing. Your first few levels will be rough, always being at full health between fights and DR will help, but remember your d6 hit die, you are not a barbarian. As soon as you can rebuke things successfully (level 2), go get some skeletons to supplement your melee abilites (and the rogues sure wont mind the extra flanking). <br />
<br />
At level 8 you can Animate Dead and Undead Mastery which means its time to take a break from adventuring and start creating your army. Your three levels in duskblade will grant your channeling and access to new spells for wands and such. Once you have channel spell and a decent BAB now is when you come to the forefront of combat. Spells like Bestow Curse, Inflict Critical Wounds, vampiric touch, and Enervation will be your bread and butter over the next few levels. <br />
<br />
Late game should be almost laughable. With your undead minions most adventures can be easily soloed (but that is no fun, so don't). All but the most resilient of enemies will fall to your spells such as slay living, harm, finger of death, and circle of death. And with your ridiculous amount of spells you will be casting something every round most likely.<br />
<br />
A note on your undead minions: A well equipped undead is a deadly undead. A zombie is not a threat, a giant zombie in full plate and a spiked chain is a considerable threat. Organize your minions into groups and protect the more vulnerable ones. That is all I will say about that however, if you want a comprehensive guide on how to handle your undead, google it. <br />
<br />
== Munchkin-Size Me ==<br />
<br />
Further optimizations: <br />
<br />
1. Be a Necropolitian. Like I said, I did not, because I think they're really lame, but that is just me. If you like being an undead nerd, go for it. If grants you all undead qualities and at relatively no cost. <br />
<br />
2. Get a Legacy Weapon. My DM gave me a legacy sword that allowed me to spend rebuke attempts to decrease the level of metamagic (similar to Divine Metamagic). Not to mention Legacy Weapons are just awesome.<br />
<br />
3. Be a Strongheart Halfing. Bonus Feats and you are small!<br />
<br />
4. Think outside of the box! You are a Dread Necromancer! The world is your playground and the lives of the pathetic mortals who walk it are your playthings. Take out Faction or City Leaders and replace them with undead under your control with a [[SRD:Hat of Disguise|Hat of Disguise]]. Unleash hordes of Wights into villages and watch the country side drown in undead. Become a vampire and get spawn(more undead)! Sacrifice (see BoVD for rules on that) those silly Paladins and use the experience to make stuff (I have an artificer in the party so we do that a lot). Use Magic Jars to possess things and watch the chaos ensue.<br />
<br />
== Side Notes ==<br />
<br />
On a roleplaying note, I suggest playing an Evil character. Dread Necromancers can be [[SRD:Alignment|neutral]], but you shouldn't be. This is a class for the truly depraved and wicked. You are a master of all that is evil and sentient life holds no value for you. Kill Paladins and bring them back as undead. Unleash disease upon the world. Let the world drown in your unholy might. [[SRD:Alignment|Neutral]] is legal, but [[SRD:Alignment|evil]] is way to go to take full advantage of the awesomeness this class can bring.<br />
<br />
=== Limitations ===<br />
<br />
Obviously if your DM outlaws any of the above mentioned books this build won't work. Also, make sure your DM is ok with everything this class can do. If your DM will never give you access to proper undead, or thinks that unleashing hordes of undead on his campaign setting is a bad thing, this build will still work, but it wont be nearly as fun. You will still rock at doing damage, but the class loses its flavor (you're better off playing a cleric).<br />
<br />
=== DM Counters ===<br />
<br />
CLERICS. A group of well armed and well trained clerics will ruin a Dread Necromancers day. Also limit the amount of undead the player can have access to. A campaign setting that has extreme restrictions on magic users/necromancy will also make the player do a lot more running and hiding.<br />
<br />
=== Miscellaneous ===<br />
<br />
As an after note, some of the above sections feel light (i.e. items), but I feel some of this is unnecasary. By now we should all know the magic items necessary to help out a character. Cloaks of charisma, vests of resistance, and other items to maintain melee survivability are all welcome additions.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:WotC Rules Only]]<!-- REMOVE THIS ENTIRE LINE IF THIS CHARACTER OPTIMIZATION USES RULES THAT ARE NOT FOUND WITHIN WOTC SOURCE BOOKS!!! --></div>Eonir777https://www.dandwiki.com/w/index.php?title=Talk:Melee_Specialized_Dread_Necromancer_(3.5e_Optimized_Character_Build)&diff=549131Talk:Melee Specialized Dread Necromancer (3.5e Optimized Character Build)2012-01-31T23:39:13Z<p>Eonir777: </p>
<hr />
<div>== Improving, Reviewing, and Removing Templates ==<br />
<br />
I fixed some stuff, but help with grammar/spelling errors and formatting would be greatly appreciated! --[[User:Eonir777|Eonir]] 16:09, 31 January 2012 (MST)<br />
<br />
:I removed the templates that are no longer applicable. Should you include something about how many undead one can control at each level? --[[User:Green Dragon|Green Dragon]] 16:19, 31 January 2012 (MST)<br />
<br />
::I added under the highlights section a formula to calculate undead controllable. Is that sufficient or should I go into it more?--[[User:Eonir777|Eonir]] 16:39, 31 January 2012 (MST)</div>Eonir777https://www.dandwiki.com/w/index.php?title=Melee_Specialized_Dread_Necromancer_(3.5e_Optimized_Character_Build)&diff=549130Melee Specialized Dread Necromancer (3.5e Optimized Character Build)2012-01-31T23:37:32Z<p>Eonir777: /* Items */</p>
<hr />
<div>{{wikify|Links to the [[SRD:System Reference Document|SRD]] need to be added throughout.}}<br />
<br />
== Introduction ==<br />
<br />
The Dread Necromancer, the Scourge of the Living and Master of Undeath. This class which appears in the book Heroes of Horror is a wonderfully flavored class that can bring an entirely new feel to the table. The potential to have hordes of undead followers, full 9th level spellcasting, and some great class abilities can be very enticing options. I however took a different approach to my Dread Necromancer. While they don't like a class that would do all that well in melee (poor BAB and light armor) they can, with a little optimization, be truly terrifying forces on the battlefield.<br />
<br />
This build will look at a 20 level progression of the character I plan on using. In our campaign we might get into epic levels, but for the purposes of this build I will only go up to level 20. As a note, while this is a Dread Necromancer, I will not be going into the creation of undead, as there are already a ton of guides over it, and I really don't care all that much. I plan on doing some undead making, but only as a compliment to our party to help the rogue out. Most of my undead will just be skellies and zombies (of various size and ability).<br />
<br />
Formatting and spelling/grammar issue fixes are welcome, you won't hurt my pride.<br />
<br />
[[Image:Epic_Lucan.jpg|thumb|Prepare to Die]]<br />
<br />
== References ==<br />
<br />
Player's Handbook (duh), Players's Handbook 2 (for Duskblade), Magic Item Compendium (for stuff), Complete Mage (abjurant champion), Heroes of Horror (Dread Necromancer), Libris Mortis (for all the undead stuffs). Also multiple guides of the wizards and giantsintheplayround forums gave me a few ideas. <br />
<br />
== Game Rule Components ==<br />
<br />
Up to 8th level Dread Necromancer Spell casting, 1st level Duskblade Spell Casting (albiet at a Caster Level of 14 due to the Abjurant Champion ability Martial Arcanist), Charnel Touch (and all its varients thereof), and lastly Channeling from Duskblade.<br />
<br />
=== Items ===<br />
I will organize these by slot<br />
<br />
Weapon: +5 Spell Strike, Necrotic Focus, Defending Greatsword with a crystal of greater arcane steel (best, but a Dread Necromancer with a Scythe is pretty cool)<br />
<br />
Armor: +5 Heavy Fortification Mithral Breastplate.<br />
<br />
Head: Circlet of Rapid Casting<br />
<br />
Face: Mask of Lies<br />
<br />
Shoulders: Cloak of Charisma +6<br />
<br />
Torso: Vest of Resistance +5<br />
<br />
Throat: Amulet of Health +6 OR Amulet of Natural Armor +5 (if you have no constitution score)<br />
<br />
Waist: Belt of Giant Strength +6<br />
<br />
Arms: Strongarm Bracers<br />
<br />
Hands: Barbs of Retribution<br />
<br />
Boots: Winged Boots<br />
<br />
Ring: Ring of Protection +5<br />
<br />
Ring: Deadwalker's Ring<br />
<br />
Other: 372,800 gold pieces to spend on whatever else you want. My suggestions are a Rod of Undead Mastery, whatever ability score tomes you want, a portable hole, a hat of disguise, and all the scrolls and wands you can get your hands on.<br />
<br />
=== Progression ===<br />
<br />
'''Starting Ability Scores (Before Racial Adjustments):''' Standard 25 point buy:<br />
[[SRD:Strength|Str]] 13<br />
[[SRD:Dexterity|Dex]] 8<br />
[[SRD:Constitution|Con]] 14<br />
[[SRD:Intelligence|Int]] 10<br />
[[SRD:Wisdom|Wis]]10<br />
[[SRD:Charisma|Cha]] 16.<br />
<br />
'''Race (Templates):''' [[SRD:Humans (Race)|Human]] (for the feat). Necropolitian is a template that makes you an undead that you can get at level 3. This is a great template for a budding Dread Necromancer, however I did not take it (as such this build will not), because I think they're lame and I am a slave to fashion. If you chose to go Necropolitian however, do not take tomb-tainted soul at 1st level (unless your DM allows retraining) and allocate the points in constitution to something else (preferably strength or charisma).<br />
<br />
''Starting Racial Traits:'' Bonus Feat and Bonus skills.<br />
<br />
{| class="d20" style="text-align: left;" {{#vardefine: odd|0}}<br />
|- style="text-align: center;"<br />
! rowspan="2" | ECL<br />
! rowspan="2" | Class/HD/LA<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Feats<br />
! rowspan="2" | Class<br/>Features<br />
! rowspan="2" | Special<br />
|- style="text-align: center;"<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || Dread Necromancer || +0 || +0 || +0 || +2 || Tomb Tainted Soul, Spell Focus (Necromancy) || Charnel Touch, Rebuke Undead || Dread Necromancer Spellcasting (1st level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || Dread Necromancer || +1 || +0 || +0 || +3 || - || Lich Body (DR 2/magic and bludgeoning) || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || Dread Necromancer || +1 || +1 || +1 || +3 || Great Spell Focus (Necromancy) || Negative Energy Burst 1/day || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Advanced Learning, Mental Bastion || Dread Necromancer Spellcasting (2nd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Fear Aura || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || Dread Necromancer || +3 || +2 || +2 || +5 || Leadership/Corpsecrafter || Scabrous Touch || Dread Necromancer Spellcasting (3rd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || Dread Necromancer || +3 || +2 || +2 || +5 || - || Lich Body DR4, Summon Familiar || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || Dread Necromancer || +4 || +2 || +2 || +6 || - || Advanced Learning, Negative Energy Burst 2/day, UNDEAD MASTERY || Dread Necromancer Spellcasting (4th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || Duskblade || +5 || +6 || +2 || +8 || Corpsecrafter/Nimble Bones || Arcane Attunement, Armored Mage (Light) || Duskblade Spellcasting (1st level)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || Duskblade || +6/+1 || +7 || +2 || +9 || - || Combat Casting || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || Duskblade || +7/+2 || +7 || +3 || +9 || - || ARCANE CHANNELING || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || Abjurant Champion || +8/+3 || +7 || +3 || +11 || Nimble Bones/Destructive Retribution || Abjurant Armor, Extend Abjuration || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || Abjurant Champion || +9/+4 || +7 || +3 || +12 || - || Swift Abjuration || +1 level of Dread Necromancer Spellcasting (5th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || Abjurant Champion || +10/+5 || +8 || +4 || +12 || - || - || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || Abjurant Champion || +11/+6/+1 || +8 || +4 || +13 || Destructive Retribution/Empower Spell || Arcane Boost || +1 level of Dread Necromancer Spellcasting (6th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || Abjurant Champion || +12/+7/+2 || +8 || +4 || +13 || - || Martial Arcanist || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || Dread Necromancer || +12/+7/+2 || +9 || +5 || +13 || - || Negative Energy Resistance || Dread Necromancer Spellcasting (7th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || Empower Spell/Versatile Spellcasting || Light Fortification || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || - || Lich Body DR6, Scabrous Touch 2/day || Dread Necromancer Spellcasting (8th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || Dread Necromancer || +14/+9/+4 || +10 || +6 || +15 || - || Advanced Learning, Enervating Touch || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
=== Other Components ===<br />
<br />
The reanimating of undead can get expensive, so I suggest finding a way to pull in some extra income. Crafting items can be a great way. If you are playing a [[SRD:Alignment|neutral]] character, try to convince your fellow party members to chip in the price of onyxes (after all your minions will be taking most of the damage, not them), or if you are [[SRD:Alignment|evil]] (like me) you can always extort/rob random NPCs.<br />
<br />
== Highlights ==<br />
<br />
This build is designed to maximize your melee prowess WITH YOUR SPELLS. You are not a Barbarian, so don't try to play one. You're damage comes from channeling nasty touch spells at EVERYTHING you can. The second you get 6th level spells, that becomes Harm. So Harm everything that moves. The raw damage from the greatsword helps, but most of your damage will be from spells. <br />
<br />
You are also going to need all the help you can get. Your BAB is alright, but not brilliant, and with a spell strike sword you will be switching most of your weapons enhancement bonus to your spell DCs. As a result of this get your minions to flank, have your wizard debuff everything (or buff you), and have your minions trip things. There is nothing funnier than watching the goody good Paladin take a channeled Harm to the face because he got tripped by your spiked chain wielding zombie.<br />
<br />
FEAR STACKING. The skill trick Never Outnumbered allows you to intimidate all enemies within 10 feat when you use intimidate against an opponent. Use that, then run in with your Fear Aura. This will bring your opponents to frightened, making them effectively useless. This is a great way to ensure victory in combat.<br />
<br />
A note on advanced learning: Advanced learning is a class feature that allows you to add necromancy spells from the wizard/sorcerer list that aren't on yours already. It is a nice feature, but ask your DM if you can pick up the warmage class feature Eclectic Learning instead. This will gain you access to some nice utilitarian spells that can be live savers.<br />
<br />
How many Hit Dice of undead can I control?: With the appropriate magic items (Deadwalker's Ring and Rod of Undead Mastery) plus Undead Mastery of Corpse Crafter, you can ontrol (8 + 2 x Cha)x HD worth of undead via Animate Dead and they all have +6 HP/HD, +4 Str, +4 Dex.<br />
<br />
== How This Works?==<br />
<br />
This is basically what is going to go down...<br />
<br />
Tomb-Tainted Soul is going to allow you to heal yourself with negative energy, and since you have a class ability that gives you exactly that (Charnel Touch), you basically get free out of combat healing. Your first few levels will be rough, always being at full health between fights and DR will help, but remember your d6 hit die, you are not a barbarian. As soon as you can rebuke things successfully (level 2), go get some skeletons to supplement your melee abilites (and the rogues sure wont mind the extra flanking). <br />
<br />
At level 8 you can Animate Dead and Undead Mastery which means its time to take a break from adventuring and start creating your army. Your three levels in duskblade will grant your channeling and access to new spells for wands and such. Once you have channel spell and a decent BAB now is when you come to the forefront of combat. Spells like Bestow Curse, Inflict Critical Wounds, vampiric touch, and Enervation will be your bread and butter over the next few levels. <br />
<br />
Late game should be almost laughable. With your undead minions most adventures can be easily soloed (but that is no fun, so don't). All but the most resilient of enemies will fall to your spells such as slay living, harm, finger of death, and circle of death. And with your ridiculous amount of spells you will be casting something every round most likely.<br />
<br />
A note on your undead minions: A well equipped undead is a deadly undead. A zombie is not a threat, a giant zombie in full plate and a spiked chain is a considerable threat. Organize your minions into groups and protect the more vulnerable ones. That is all I will say about that however, if you want a comprehensive guide on how to handle your undead, google it. <br />
<br />
== Munchkin-Size Me ==<br />
<br />
Further optimizations: <br />
<br />
1. Be a Necropolitian. Like I said, I did not, because I think they're really lame, but that is just me. If you like being an undead nerd, go for it. If grants you all undead qualities and at relatively no cost. <br />
<br />
2. Get a Legacy Weapon. My DM gave me a legacy sword that allowed me to spend rebuke attempts to decrease the level of metamagic (similar to Divine Metamagic). Not to mention Legacy Weapons are just awesome.<br />
<br />
3. Be a Strongheart Halfing. Bonus Feats and you are small!<br />
<br />
4. Think outside of the box! You are a Dread Necromancer! The world is your playground and the lives of the pathetic mortals who walk it are your playthings. Take out Faction or City Leaders and replace them with undead under your control with a [[SRD:Hat of Disguise|Hat of Disguise]]. Unleash hordes of Wights into villages and watch the country side drown in undead. Become a vampire and get spawn(more undead)! Sacrifice (see BoVD for rules on that) those silly Paladins and use the experience to make stuff (I have an artificer in the party so we do that a lot). Use Magic Jars to possess things and watch the chaos ensue.<br />
<br />
== Side Notes ==<br />
<br />
On a roleplaying note, I suggest playing an Evil character. Dread Necromancers can be [[SRD:Alignment|neutral]], but you shouldn't be. This is a class for the truly depraved and wicked. You are a master of all that is evil and sentient life holds no value for you. Kill Paladins and bring them back as undead. Unleash disease upon the world. Let the world drown in your unholy might. [[SRD:Alignment|Neutral]] is legal, but [[SRD:Alignment|evil]] is way to go to take full advantage of the awesomeness this class can bring.<br />
<br />
=== Limitations ===<br />
<br />
Obviously if your DM outlaws any of the above mentioned books this build won't work. Also, make sure your DM is ok with everything this class can do. If your DM will never give you access to proper undead, or thinks that unleashing hordes of undead on his campaign setting is a bad thing, this build will still work, but it wont be nearly as fun. You will still rock at doing damage, but the class loses its flavor (you're better off playing a cleric).<br />
<br />
=== DM Counters ===<br />
<br />
CLERICS. A group of well armed and well trained clerics will ruin a Dread Necromancers day. Also limit the amount of undead the player can have access to. A campaign setting that has extreme restrictions on magic users/necromancy will also make the player do a lot more running and hiding.<br />
<br />
=== Miscellaneous ===<br />
<br />
As an after note, some of the above sections feel light (i.e. items), but I feel some of this is unnecasary. By now we should all know the magic items necessary to help out a character. Cloaks of charisma, vests of resistance, and other items to maintain melee survivability are all welcome additions.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:WotC Rules Only]]<!-- REMOVE THIS ENTIRE LINE IF THIS CHARACTER OPTIMIZATION USES RULES THAT ARE NOT FOUND WITHIN WOTC SOURCE BOOKS!!! --></div>Eonir777https://www.dandwiki.com/w/index.php?title=Melee_Specialized_Dread_Necromancer_(3.5e_Optimized_Character_Build)&diff=549129Melee Specialized Dread Necromancer (3.5e Optimized Character Build)2012-01-31T23:36:38Z<p>Eonir777: /* Items */</p>
<hr />
<div>{{wikify|Links to the [[SRD:System Reference Document|SRD]] need to be added throughout.}}<br />
<br />
== Introduction ==<br />
<br />
The Dread Necromancer, the Scourge of the Living and Master of Undeath. This class which appears in the book Heroes of Horror is a wonderfully flavored class that can bring an entirely new feel to the table. The potential to have hordes of undead followers, full 9th level spellcasting, and some great class abilities can be very enticing options. I however took a different approach to my Dread Necromancer. While they don't like a class that would do all that well in melee (poor BAB and light armor) they can, with a little optimization, be truly terrifying forces on the battlefield.<br />
<br />
This build will look at a 20 level progression of the character I plan on using. In our campaign we might get into epic levels, but for the purposes of this build I will only go up to level 20. As a note, while this is a Dread Necromancer, I will not be going into the creation of undead, as there are already a ton of guides over it, and I really don't care all that much. I plan on doing some undead making, but only as a compliment to our party to help the rogue out. Most of my undead will just be skellies and zombies (of various size and ability).<br />
<br />
Formatting and spelling/grammar issue fixes are welcome, you won't hurt my pride.<br />
<br />
[[Image:Epic_Lucan.jpg|thumb|Prepare to Die]]<br />
<br />
== References ==<br />
<br />
Player's Handbook (duh), Players's Handbook 2 (for Duskblade), Magic Item Compendium (for stuff), Complete Mage (abjurant champion), Heroes of Horror (Dread Necromancer), Libris Mortis (for all the undead stuffs). Also multiple guides of the wizards and giantsintheplayround forums gave me a few ideas. <br />
<br />
== Game Rule Components ==<br />
<br />
Up to 8th level Dread Necromancer Spell casting, 1st level Duskblade Spell Casting (albiet at a Caster Level of 14 due to the Abjurant Champion ability Martial Arcanist), Charnel Touch (and all its varients thereof), and lastly Channeling from Duskblade.<br />
<br />
=== Items ===<br />
I will organize these by slot<br />
<br />
Weapon: +5 Spell Strike, Necrotic Focus, Defending Greatsword with a crystal of greater arcane steel (best, but a Dread Necromancer with a Scythe is pretty cool)<br />
<br />
Armor: +5 Heavy Fortification Mithral Breastplate.<br />
<br />
Head: Circlet of Rapid Casting<br />
Face: Mask of Lies<br />
Shoulders: Cloak of Charisma +6<br />
Torso: Vest of Resistance +5<br />
Throat: Amulet of Health +6 OR Amulet of Natural Armor +5 (if you have no constitution score)<br />
Waist: Belt of Giant Strength +6<br />
Arms: Strongarm Bracers<br />
Hands: Barbs of Retribution<br />
Boots: Winged Boots<br />
Ring: Ring of Protection +5<br />
Ring: Deadwalker's Ring<br />
<br />
Other: 372,800 gold pieces to spend on whatever else you want. My suggestions are a Rod of Undead Mastery, whatever ability score tomes you want, a portable hole, a hat of disguise, and all the scrolls and wands you can get your hands on.<br />
<br />
=== Progression ===<br />
<br />
'''Starting Ability Scores (Before Racial Adjustments):''' Standard 25 point buy:<br />
[[SRD:Strength|Str]] 13<br />
[[SRD:Dexterity|Dex]] 8<br />
[[SRD:Constitution|Con]] 14<br />
[[SRD:Intelligence|Int]] 10<br />
[[SRD:Wisdom|Wis]]10<br />
[[SRD:Charisma|Cha]] 16.<br />
<br />
'''Race (Templates):''' [[SRD:Humans (Race)|Human]] (for the feat). Necropolitian is a template that makes you an undead that you can get at level 3. This is a great template for a budding Dread Necromancer, however I did not take it (as such this build will not), because I think they're lame and I am a slave to fashion. If you chose to go Necropolitian however, do not take tomb-tainted soul at 1st level (unless your DM allows retraining) and allocate the points in constitution to something else (preferably strength or charisma).<br />
<br />
''Starting Racial Traits:'' Bonus Feat and Bonus skills.<br />
<br />
{| class="d20" style="text-align: left;" {{#vardefine: odd|0}}<br />
|- style="text-align: center;"<br />
! rowspan="2" | ECL<br />
! rowspan="2" | Class/HD/LA<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Feats<br />
! rowspan="2" | Class<br/>Features<br />
! rowspan="2" | Special<br />
|- style="text-align: center;"<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || Dread Necromancer || +0 || +0 || +0 || +2 || Tomb Tainted Soul, Spell Focus (Necromancy) || Charnel Touch, Rebuke Undead || Dread Necromancer Spellcasting (1st level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || Dread Necromancer || +1 || +0 || +0 || +3 || - || Lich Body (DR 2/magic and bludgeoning) || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || Dread Necromancer || +1 || +1 || +1 || +3 || Great Spell Focus (Necromancy) || Negative Energy Burst 1/day || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Advanced Learning, Mental Bastion || Dread Necromancer Spellcasting (2nd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Fear Aura || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || Dread Necromancer || +3 || +2 || +2 || +5 || Leadership/Corpsecrafter || Scabrous Touch || Dread Necromancer Spellcasting (3rd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || Dread Necromancer || +3 || +2 || +2 || +5 || - || Lich Body DR4, Summon Familiar || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || Dread Necromancer || +4 || +2 || +2 || +6 || - || Advanced Learning, Negative Energy Burst 2/day, UNDEAD MASTERY || Dread Necromancer Spellcasting (4th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || Duskblade || +5 || +6 || +2 || +8 || Corpsecrafter/Nimble Bones || Arcane Attunement, Armored Mage (Light) || Duskblade Spellcasting (1st level)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || Duskblade || +6/+1 || +7 || +2 || +9 || - || Combat Casting || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || Duskblade || +7/+2 || +7 || +3 || +9 || - || ARCANE CHANNELING || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || Abjurant Champion || +8/+3 || +7 || +3 || +11 || Nimble Bones/Destructive Retribution || Abjurant Armor, Extend Abjuration || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || Abjurant Champion || +9/+4 || +7 || +3 || +12 || - || Swift Abjuration || +1 level of Dread Necromancer Spellcasting (5th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || Abjurant Champion || +10/+5 || +8 || +4 || +12 || - || - || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || Abjurant Champion || +11/+6/+1 || +8 || +4 || +13 || Destructive Retribution/Empower Spell || Arcane Boost || +1 level of Dread Necromancer Spellcasting (6th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || Abjurant Champion || +12/+7/+2 || +8 || +4 || +13 || - || Martial Arcanist || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || Dread Necromancer || +12/+7/+2 || +9 || +5 || +13 || - || Negative Energy Resistance || Dread Necromancer Spellcasting (7th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || Empower Spell/Versatile Spellcasting || Light Fortification || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || - || Lich Body DR6, Scabrous Touch 2/day || Dread Necromancer Spellcasting (8th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || Dread Necromancer || +14/+9/+4 || +10 || +6 || +15 || - || Advanced Learning, Enervating Touch || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
=== Other Components ===<br />
<br />
The reanimating of undead can get expensive, so I suggest finding a way to pull in some extra income. Crafting items can be a great way. If you are playing a [[SRD:Alignment|neutral]] character, try to convince your fellow party members to chip in the price of onyxes (after all your minions will be taking most of the damage, not them), or if you are [[SRD:Alignment|evil]] (like me) you can always extort/rob random NPCs.<br />
<br />
== Highlights ==<br />
<br />
This build is designed to maximize your melee prowess WITH YOUR SPELLS. You are not a Barbarian, so don't try to play one. You're damage comes from channeling nasty touch spells at EVERYTHING you can. The second you get 6th level spells, that becomes Harm. So Harm everything that moves. The raw damage from the greatsword helps, but most of your damage will be from spells. <br />
<br />
You are also going to need all the help you can get. Your BAB is alright, but not brilliant, and with a spell strike sword you will be switching most of your weapons enhancement bonus to your spell DCs. As a result of this get your minions to flank, have your wizard debuff everything (or buff you), and have your minions trip things. There is nothing funnier than watching the goody good Paladin take a channeled Harm to the face because he got tripped by your spiked chain wielding zombie.<br />
<br />
FEAR STACKING. The skill trick Never Outnumbered allows you to intimidate all enemies within 10 feat when you use intimidate against an opponent. Use that, then run in with your Fear Aura. This will bring your opponents to frightened, making them effectively useless. This is a great way to ensure victory in combat.<br />
<br />
A note on advanced learning: Advanced learning is a class feature that allows you to add necromancy spells from the wizard/sorcerer list that aren't on yours already. It is a nice feature, but ask your DM if you can pick up the warmage class feature Eclectic Learning instead. This will gain you access to some nice utilitarian spells that can be live savers.<br />
<br />
How many Hit Dice of undead can I control?: With the appropriate magic items (Deadwalker's Ring and Rod of Undead Mastery) plus Undead Mastery of Corpse Crafter, you can ontrol (8 + 2 x Cha)x HD worth of undead via Animate Dead and they all have +6 HP/HD, +4 Str, +4 Dex.<br />
<br />
== How This Works?==<br />
<br />
This is basically what is going to go down...<br />
<br />
Tomb-Tainted Soul is going to allow you to heal yourself with negative energy, and since you have a class ability that gives you exactly that (Charnel Touch), you basically get free out of combat healing. Your first few levels will be rough, always being at full health between fights and DR will help, but remember your d6 hit die, you are not a barbarian. As soon as you can rebuke things successfully (level 2), go get some skeletons to supplement your melee abilites (and the rogues sure wont mind the extra flanking). <br />
<br />
At level 8 you can Animate Dead and Undead Mastery which means its time to take a break from adventuring and start creating your army. Your three levels in duskblade will grant your channeling and access to new spells for wands and such. Once you have channel spell and a decent BAB now is when you come to the forefront of combat. Spells like Bestow Curse, Inflict Critical Wounds, vampiric touch, and Enervation will be your bread and butter over the next few levels. <br />
<br />
Late game should be almost laughable. With your undead minions most adventures can be easily soloed (but that is no fun, so don't). All but the most resilient of enemies will fall to your spells such as slay living, harm, finger of death, and circle of death. And with your ridiculous amount of spells you will be casting something every round most likely.<br />
<br />
A note on your undead minions: A well equipped undead is a deadly undead. A zombie is not a threat, a giant zombie in full plate and a spiked chain is a considerable threat. Organize your minions into groups and protect the more vulnerable ones. That is all I will say about that however, if you want a comprehensive guide on how to handle your undead, google it. <br />
<br />
== Munchkin-Size Me ==<br />
<br />
Further optimizations: <br />
<br />
1. Be a Necropolitian. Like I said, I did not, because I think they're really lame, but that is just me. If you like being an undead nerd, go for it. If grants you all undead qualities and at relatively no cost. <br />
<br />
2. Get a Legacy Weapon. My DM gave me a legacy sword that allowed me to spend rebuke attempts to decrease the level of metamagic (similar to Divine Metamagic). Not to mention Legacy Weapons are just awesome.<br />
<br />
3. Be a Strongheart Halfing. Bonus Feats and you are small!<br />
<br />
4. Think outside of the box! You are a Dread Necromancer! The world is your playground and the lives of the pathetic mortals who walk it are your playthings. Take out Faction or City Leaders and replace them with undead under your control with a [[SRD:Hat of Disguise|Hat of Disguise]]. Unleash hordes of Wights into villages and watch the country side drown in undead. Become a vampire and get spawn(more undead)! Sacrifice (see BoVD for rules on that) those silly Paladins and use the experience to make stuff (I have an artificer in the party so we do that a lot). Use Magic Jars to possess things and watch the chaos ensue.<br />
<br />
== Side Notes ==<br />
<br />
On a roleplaying note, I suggest playing an Evil character. Dread Necromancers can be [[SRD:Alignment|neutral]], but you shouldn't be. This is a class for the truly depraved and wicked. You are a master of all that is evil and sentient life holds no value for you. Kill Paladins and bring them back as undead. Unleash disease upon the world. Let the world drown in your unholy might. [[SRD:Alignment|Neutral]] is legal, but [[SRD:Alignment|evil]] is way to go to take full advantage of the awesomeness this class can bring.<br />
<br />
=== Limitations ===<br />
<br />
Obviously if your DM outlaws any of the above mentioned books this build won't work. Also, make sure your DM is ok with everything this class can do. If your DM will never give you access to proper undead, or thinks that unleashing hordes of undead on his campaign setting is a bad thing, this build will still work, but it wont be nearly as fun. You will still rock at doing damage, but the class loses its flavor (you're better off playing a cleric).<br />
<br />
=== DM Counters ===<br />
<br />
CLERICS. A group of well armed and well trained clerics will ruin a Dread Necromancers day. Also limit the amount of undead the player can have access to. A campaign setting that has extreme restrictions on magic users/necromancy will also make the player do a lot more running and hiding.<br />
<br />
=== Miscellaneous ===<br />
<br />
As an after note, some of the above sections feel light (i.e. items), but I feel some of this is unnecasary. By now we should all know the magic items necessary to help out a character. Cloaks of charisma, vests of resistance, and other items to maintain melee survivability are all welcome additions.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:WotC Rules Only]]<!-- REMOVE THIS ENTIRE LINE IF THIS CHARACTER OPTIMIZATION USES RULES THAT ARE NOT FOUND WITHIN WOTC SOURCE BOOKS!!! --></div>Eonir777https://www.dandwiki.com/w/index.php?title=Talk:Melee_Specialized_Dread_Necromancer_(3.5e_Optimized_Character_Build)&diff=549126Talk:Melee Specialized Dread Necromancer (3.5e Optimized Character Build)2012-01-31T23:09:08Z<p>Eonir777: Created page with "I fixed some stuff, but help with grammar/spelling errors and formatting would be greatly appreciated! --~~~~"</p>
<hr />
<div>I fixed some stuff, but help with grammar/spelling errors and formatting would be greatly appreciated! --[[User:Eonir777|Eonir]] 16:09, 31 January 2012 (MST)</div>Eonir777https://www.dandwiki.com/w/index.php?title=Melee_Specialized_Dread_Necromancer_(3.5e_Optimized_Character_Build)&diff=549125Melee Specialized Dread Necromancer (3.5e Optimized Character Build)2012-01-31T23:08:27Z<p>Eonir777: /* Highlights */</p>
<hr />
<div>{{needsbalance|''[[SRD:Command Undead|Command undead]]'' and the tricks thereby can only allow one to command so many undead. Even with ''[[SRD:Animate Dead|animate dead]]'' it is not an unlimited amount. Why is a 28 point build chosen? It should be the standard 25 point build. }}<br />
{{wikify|Links to the [[SRD:System Reference Document|SRD]] need to be added throughout.}}<br />
{{wording|Grammatical problems are present. For example "''[y]ou are, I repeat ARE NOT, a [b]arbarian.''" does not make sense.}}<br />
<br />
== Introduction ==<br />
<br />
The Dread Necromancer, the Scourge of the Living and Master of Undeath. This class which appears in the book Heroes of Horror is a wonderfully flavored class that can bring an entirely new feel to the table. The potential to have hordes of undead followers, full 9th level spellcasting, and some great class abilities can be very enticing options. I however took a different approach to my Dread Necromancer. While they don't like a class that would do all that well in melee (poor BAB and light armor) they can, with a little optimization, be truly terrifying forces on the battlefield.<br />
<br />
This build will look at a 20 level progression of the character I plan on using. In our campaign we might get into epic levels, but for the purposes of this build I will only go up to level 20. As a note, while this is a Dread Necromancer, I will not be going into the creation of undead, as there are already a ton of guides over it, and I really don't care all that much. I plan on doing some undead making, but only as a compliment to our party to help the rogue out. Most of my undead will just be skellies and zombies (of various size and ability).<br />
<br />
Formatting and spelling/grammar issue fixes are welcome, you won't hurt my pride.<br />
<br />
[[Image:Epic_Lucan.jpg|thumb|Prepare to Die]]<br />
<br />
== References ==<br />
<br />
Player's Handbook (duh), Players's Handbook 2 (for Duskblade), Magic Item Compendium (for stuff), Complete Mage (abjurant champion), Heroes of Horror (Dread Necromancer), Libris Mortis (for all the undead stuffs). Also multiple guides of the wizards and giantsintheplayround forums gave me a few ideas. <br />
<br />
== Game Rule Components ==<br />
<br />
Up to 8th level Dread Necromancer Spell casting, 1st level Duskblade Spell Casting (albiet at a Caster Level of 14 due to the Abjurant Champion ability Martial Arcanist), Charnel Touch (and all its varients thereof), and lastly Channeling from Duskblade.<br />
<br />
=== Items ===<br />
<br />
The best Greatsword you can get your hands on (preferably with Spell Strike (MiC), which allows you to allocate your weapons enhancement bonus to your spell saves), Rod of Undead Mastery (why not?), a Nightstick would be cool, and also a Gem of Arcane Steel (best one you can get). And of course it goes without saying that you want the best vest of resilience, cloak of charisma, belt of strength, and armor you can buy. Anything that can increase your melee survivability or spell prowess are welcome.<br />
<br />
=== Progression ===<br />
<br />
'''Starting Ability Scores (Before Racial Adjustments):''' Standard 25 point buy:<br />
[[SRD:Strength|Str]] 13<br />
[[SRD:Dexterity|Dex]] 8<br />
[[SRD:Constitution|Con]] 14<br />
[[SRD:Intelligence|Int]] 10<br />
[[SRD:Wisdom|Wis]]10<br />
[[SRD:Charisma|Cha]] 16.<br />
<br />
'''Race (Templates):''' [[SRD:Humans (Race)|Human]] (for the feat). Necropolitian is a template that makes you an undead that you can get at level 3. This is a great template for a budding Dread Necromancer, however I did not take it (as such this build will not), because I think they're lame and I am a slave to fashion. If you chose to go Necropolitian however, do not take tomb-tainted soul at 1st level (unless your DM allows retraining) and allocate the points in constitution to something else (preferably strength or charisma).<br />
<br />
''Starting Racial Traits:'' Bonus Feat and Bonus skills.<br />
<br />
{| class="d20" style="text-align: left;" {{#vardefine: odd|0}}<br />
|- style="text-align: center;"<br />
! rowspan="2" | ECL<br />
! rowspan="2" | Class/HD/LA<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Feats<br />
! rowspan="2" | Class<br/>Features<br />
! rowspan="2" | Special<br />
|- style="text-align: center;"<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || Dread Necromancer || +0 || +0 || +0 || +2 || Tomb Tainted Soul, Spell Focus (Necromancy) || Charnel Touch, Rebuke Undead || Dread Necromancer Spellcasting (1st level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || Dread Necromancer || +1 || +0 || +0 || +3 || - || Lich Body (DR 2/magic and bludgeoning) || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || Dread Necromancer || +1 || +1 || +1 || +3 || Great Spell Focus (Necromancy) || Negative Energy Burst 1/day || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Advanced Learning, Mental Bastion || Dread Necromancer Spellcasting (2nd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Fear Aura || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || Dread Necromancer || +3 || +2 || +2 || +5 || Leadership/Corpsecrafter || Scabrous Touch || Dread Necromancer Spellcasting (3rd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || Dread Necromancer || +3 || +2 || +2 || +5 || - || Lich Body DR4, Summon Familiar || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || Dread Necromancer || +4 || +2 || +2 || +6 || - || Advanced Learning, Negative Energy Burst 2/day, UNDEAD MASTERY || Dread Necromancer Spellcasting (4th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || Duskblade || +5 || +6 || +2 || +8 || Corpsecrafter/Nimble Bones || Arcane Attunement, Armored Mage (Light) || Duskblade Spellcasting (1st level)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || Duskblade || +6/+1 || +7 || +2 || +9 || - || Combat Casting || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || Duskblade || +7/+2 || +7 || +3 || +9 || - || ARCANE CHANNELING || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || Abjurant Champion || +8/+3 || +7 || +3 || +11 || Nimble Bones/Destructive Retribution || Abjurant Armor, Extend Abjuration || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || Abjurant Champion || +9/+4 || +7 || +3 || +12 || - || Swift Abjuration || +1 level of Dread Necromancer Spellcasting (5th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || Abjurant Champion || +10/+5 || +8 || +4 || +12 || - || - || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || Abjurant Champion || +11/+6/+1 || +8 || +4 || +13 || Destructive Retribution/Empower Spell || Arcane Boost || +1 level of Dread Necromancer Spellcasting (6th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || Abjurant Champion || +12/+7/+2 || +8 || +4 || +13 || - || Martial Arcanist || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || Dread Necromancer || +12/+7/+2 || +9 || +5 || +13 || - || Negative Energy Resistance || Dread Necromancer Spellcasting (7th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || Empower Spell/Versatile Spellcasting || Light Fortification || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || - || Lich Body DR6, Scabrous Touch 2/day || Dread Necromancer Spellcasting (8th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || Dread Necromancer || +14/+9/+4 || +10 || +6 || +15 || - || Advanced Learning, Enervating Touch || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
=== Other Components ===<br />
<br />
The reanimating of undead can get expensive, so I suggest finding a way to pull in some extra income. Crafting items can be a great way. If you are playing a [[SRD:Alignment|neutral]] character, try to convince your fellow party members to chip in the price of onyxes (after all your minions will be taking most of the damage, not them), or if you are [[SRD:Alignment|evil]] (like me) you can always extort/rob random NPCs.<br />
<br />
== Highlights ==<br />
<br />
This build is designed to maximize your melee prowess WITH YOUR SPELLS. You are not a Barbarian, so don't try to play one. You're damage comes from channeling nasty touch spells at EVERYTHING you can. The second you get 6th level spells, that becomes Harm. So Harm everything that moves. The raw damage from the greatsword helps, but most of your damage will be from spells. <br />
<br />
You are also going to need all the help you can get. Your BAB is alright, but not brilliant, and with a spell strike sword you will be switching most of your weapons enhancement bonus to your spell DCs. As a result of this get your minions to flank, have your wizard debuff everything (or buff you), and have your minions trip things. There is nothing funnier than watching the goody good Paladin take a channeled Harm to the face because he got tripped by your spiked chain wielding zombie.<br />
<br />
FEAR STACKING. The skill trick Never Outnumbered allows you to intimidate all enemies within 10 feat when you use intimidate against an opponent. Use that, then run in with your Fear Aura. This will bring your opponents to frightened, making them effectively useless. This is a great way to ensure victory in combat.<br />
<br />
A note on advanced learning: Advanced learning is a class feature that allows you to add necromancy spells from the wizard/sorcerer list that aren't on yours already. It is a nice feature, but ask your DM if you can pick up the warmage class feature Eclectic Learning instead. This will gain you access to some nice utilitarian spells that can be live savers.<br />
<br />
How many Hit Dice of undead can I control?: With the appropriate magic items (Deadwalker's Ring and Rod of Undead Mastery) plus Undead Mastery of Corpse Crafter, you can ontrol (8 + 2 x Cha)x HD worth of undead via Animate Dead and they all have +6 HP/HD, +4 Str, +4 Dex.<br />
<br />
== How This Works?==<br />
<br />
This is basically what is going to go down...<br />
<br />
Tomb-Tainted Soul is going to allow you to heal yourself with negative energy, and since you have a class ability that gives you exactly that (Charnel Touch), you basically get free out of combat healing. Your first few levels will be rough, always being at full health between fights and DR will help, but remember your d6 hit die, you are not a barbarian. As soon as you can rebuke things successfully (level 2), go get some skeletons to supplement your melee abilites (and the rogues sure wont mind the extra flanking). <br />
<br />
At level 8 you can Animate Dead and Undead Mastery which means its time to take a break from adventuring and start creating your army. Your three levels in duskblade will grant your channeling and access to new spells for wands and such. Once you have channel spell and a decent BAB now is when you come to the forefront of combat. Spells like Bestow Curse, Inflict Critical Wounds, vampiric touch, and Enervation will be your bread and butter over the next few levels. <br />
<br />
Late game should be almost laughable. With your undead minions most adventures can be easily soloed (but that is no fun, so don't). All but the most resilient of enemies will fall to your spells such as slay living, harm, finger of death, and circle of death. And with your ridiculous amount of spells you will be casting something every round most likely.<br />
<br />
A note on your undead minions: A well equipped undead is a deadly undead. A zombie is not a threat, a giant zombie in full plate and a spiked chain is a considerable threat. Organize your minions into groups and protect the more vulnerable ones. That is all I will say about that however, if you want a comprehensive guide on how to handle your undead, google it. <br />
<br />
== Munchkin-Size Me ==<br />
<br />
Further optimizations: <br />
<br />
1. Be a Necropolitian. Like I said, I did not, because I think they're really lame, but that is just me. If you like being an undead nerd, go for it. If grants you all undead qualities and at relatively no cost. <br />
<br />
2. Get a Legacy Weapon. My DM gave me a legacy sword that allowed me to spend rebuke attempts to decrease the level of metamagic (similar to Divine Metamagic). Not to mention Legacy Weapons are just awesome.<br />
<br />
3. Be a Strongheart Halfing. Bonus Feats and you are small!<br />
<br />
4. Think outside of the box! You are a Dread Necromancer! The world is your playground and the lives of the pathetic mortals who walk it are your playthings. Take out Faction or City Leaders and replace them with undead under your control with a [[SRD:Hat of Disguise|Hat of Disguise]]. Unleash hordes of Wights into villages and watch the country side drown in undead. Become a vampire and get spawn(more undead)! Sacrifice (see BoVD for rules on that) those silly Paladins and use the experience to make stuff (I have an artificer in the party so we do that a lot). Use Magic Jars to possess things and watch the chaos ensue.<br />
<br />
== Side Notes ==<br />
<br />
On a roleplaying note, I suggest playing an Evil character. Dread Necromancers can be [[SRD:Alignment|neutral]], but you shouldn't be. This is a class for the truly depraved and wicked. You are a master of all that is evil and sentient life holds no value for you. Kill Paladins and bring them back as undead. Unleash disease upon the world. Let the world drown in your unholy might. [[SRD:Alignment|Neutral]] is legal, but [[SRD:Alignment|evil]] is way to go to take full advantage of the awesomeness this class can bring.<br />
<br />
=== Limitations ===<br />
<br />
Obviously if your DM outlaws any of the above mentioned books this build won't work. Also, make sure your DM is ok with everything this class can do. If your DM will never give you access to proper undead, or thinks that unleashing hordes of undead on his campaign setting is a bad thing, this build will still work, but it wont be nearly as fun. You will still rock at doing damage, but the class loses its flavor (you're better off playing a cleric).<br />
<br />
=== DM Counters ===<br />
<br />
CLERICS. A group of well armed and well trained clerics will ruin a Dread Necromancers day. Also limit the amount of undead the player can have access to. A campaign setting that has extreme restrictions on magic users/necromancy will also make the player do a lot more running and hiding.<br />
<br />
=== Miscellaneous ===<br />
<br />
As an after note, some of the above sections feel light (i.e. items), but I feel some of this is unnecasary. By now we should all know the magic items necessary to help out a character. Cloaks of charisma, vests of resistance, and other items to maintain melee survivability are all welcome additions.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:WotC Rules Only]]<!-- REMOVE THIS ENTIRE LINE IF THIS CHARACTER OPTIMIZATION USES RULES THAT ARE NOT FOUND WITHIN WOTC SOURCE BOOKS!!! --></div>Eonir777https://www.dandwiki.com/w/index.php?title=Melee_Specialized_Dread_Necromancer_(3.5e_Optimized_Character_Build)&diff=549124Melee Specialized Dread Necromancer (3.5e Optimized Character Build)2012-01-31T23:07:13Z<p>Eonir777: /* Highlights */</p>
<hr />
<div>{{needsbalance|''[[SRD:Command Undead|Command undead]]'' and the tricks thereby can only allow one to command so many undead. Even with ''[[SRD:Animate Dead|animate dead]]'' it is not an unlimited amount. Why is a 28 point build chosen? It should be the standard 25 point build. }}<br />
{{wikify|Links to the [[SRD:System Reference Document|SRD]] need to be added throughout.}}<br />
{{wording|Grammatical problems are present. For example "''[y]ou are, I repeat ARE NOT, a [b]arbarian.''" does not make sense.}}<br />
<br />
== Introduction ==<br />
<br />
The Dread Necromancer, the Scourge of the Living and Master of Undeath. This class which appears in the book Heroes of Horror is a wonderfully flavored class that can bring an entirely new feel to the table. The potential to have hordes of undead followers, full 9th level spellcasting, and some great class abilities can be very enticing options. I however took a different approach to my Dread Necromancer. While they don't like a class that would do all that well in melee (poor BAB and light armor) they can, with a little optimization, be truly terrifying forces on the battlefield.<br />
<br />
This build will look at a 20 level progression of the character I plan on using. In our campaign we might get into epic levels, but for the purposes of this build I will only go up to level 20. As a note, while this is a Dread Necromancer, I will not be going into the creation of undead, as there are already a ton of guides over it, and I really don't care all that much. I plan on doing some undead making, but only as a compliment to our party to help the rogue out. Most of my undead will just be skellies and zombies (of various size and ability).<br />
<br />
Formatting and spelling/grammar issue fixes are welcome, you won't hurt my pride.<br />
<br />
[[Image:Epic_Lucan.jpg|thumb|Prepare to Die]]<br />
<br />
== References ==<br />
<br />
Player's Handbook (duh), Players's Handbook 2 (for Duskblade), Magic Item Compendium (for stuff), Complete Mage (abjurant champion), Heroes of Horror (Dread Necromancer), Libris Mortis (for all the undead stuffs). Also multiple guides of the wizards and giantsintheplayround forums gave me a few ideas. <br />
<br />
== Game Rule Components ==<br />
<br />
Up to 8th level Dread Necromancer Spell casting, 1st level Duskblade Spell Casting (albiet at a Caster Level of 14 due to the Abjurant Champion ability Martial Arcanist), Charnel Touch (and all its varients thereof), and lastly Channeling from Duskblade.<br />
<br />
=== Items ===<br />
<br />
The best Greatsword you can get your hands on (preferably with Spell Strike (MiC), which allows you to allocate your weapons enhancement bonus to your spell saves), Rod of Undead Mastery (why not?), a Nightstick would be cool, and also a Gem of Arcane Steel (best one you can get). And of course it goes without saying that you want the best vest of resilience, cloak of charisma, belt of strength, and armor you can buy. Anything that can increase your melee survivability or spell prowess are welcome.<br />
<br />
=== Progression ===<br />
<br />
'''Starting Ability Scores (Before Racial Adjustments):''' Standard 25 point buy:<br />
[[SRD:Strength|Str]] 13<br />
[[SRD:Dexterity|Dex]] 8<br />
[[SRD:Constitution|Con]] 14<br />
[[SRD:Intelligence|Int]] 10<br />
[[SRD:Wisdom|Wis]]10<br />
[[SRD:Charisma|Cha]] 16.<br />
<br />
'''Race (Templates):''' [[SRD:Humans (Race)|Human]] (for the feat). Necropolitian is a template that makes you an undead that you can get at level 3. This is a great template for a budding Dread Necromancer, however I did not take it (as such this build will not), because I think they're lame and I am a slave to fashion. If you chose to go Necropolitian however, do not take tomb-tainted soul at 1st level (unless your DM allows retraining) and allocate the points in constitution to something else (preferably strength or charisma).<br />
<br />
''Starting Racial Traits:'' Bonus Feat and Bonus skills.<br />
<br />
{| class="d20" style="text-align: left;" {{#vardefine: odd|0}}<br />
|- style="text-align: center;"<br />
! rowspan="2" | ECL<br />
! rowspan="2" | Class/HD/LA<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Feats<br />
! rowspan="2" | Class<br/>Features<br />
! rowspan="2" | Special<br />
|- style="text-align: center;"<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || Dread Necromancer || +0 || +0 || +0 || +2 || Tomb Tainted Soul, Spell Focus (Necromancy) || Charnel Touch, Rebuke Undead || Dread Necromancer Spellcasting (1st level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || Dread Necromancer || +1 || +0 || +0 || +3 || - || Lich Body (DR 2/magic and bludgeoning) || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || Dread Necromancer || +1 || +1 || +1 || +3 || Great Spell Focus (Necromancy) || Negative Energy Burst 1/day || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Advanced Learning, Mental Bastion || Dread Necromancer Spellcasting (2nd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Fear Aura || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || Dread Necromancer || +3 || +2 || +2 || +5 || Leadership/Corpsecrafter || Scabrous Touch || Dread Necromancer Spellcasting (3rd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || Dread Necromancer || +3 || +2 || +2 || +5 || - || Lich Body DR4, Summon Familiar || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || Dread Necromancer || +4 || +2 || +2 || +6 || - || Advanced Learning, Negative Energy Burst 2/day, UNDEAD MASTERY || Dread Necromancer Spellcasting (4th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || Duskblade || +5 || +6 || +2 || +8 || Corpsecrafter/Nimble Bones || Arcane Attunement, Armored Mage (Light) || Duskblade Spellcasting (1st level)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || Duskblade || +6/+1 || +7 || +2 || +9 || - || Combat Casting || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || Duskblade || +7/+2 || +7 || +3 || +9 || - || ARCANE CHANNELING || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || Abjurant Champion || +8/+3 || +7 || +3 || +11 || Nimble Bones/Destructive Retribution || Abjurant Armor, Extend Abjuration || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || Abjurant Champion || +9/+4 || +7 || +3 || +12 || - || Swift Abjuration || +1 level of Dread Necromancer Spellcasting (5th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || Abjurant Champion || +10/+5 || +8 || +4 || +12 || - || - || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || Abjurant Champion || +11/+6/+1 || +8 || +4 || +13 || Destructive Retribution/Empower Spell || Arcane Boost || +1 level of Dread Necromancer Spellcasting (6th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || Abjurant Champion || +12/+7/+2 || +8 || +4 || +13 || - || Martial Arcanist || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || Dread Necromancer || +12/+7/+2 || +9 || +5 || +13 || - || Negative Energy Resistance || Dread Necromancer Spellcasting (7th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || Empower Spell/Versatile Spellcasting || Light Fortification || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || - || Lich Body DR6, Scabrous Touch 2/day || Dread Necromancer Spellcasting (8th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || Dread Necromancer || +14/+9/+4 || +10 || +6 || +15 || - || Advanced Learning, Enervating Touch || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
=== Other Components ===<br />
<br />
The reanimating of undead can get expensive, so I suggest finding a way to pull in some extra income. Crafting items can be a great way. If you are playing a [[SRD:Alignment|neutral]] character, try to convince your fellow party members to chip in the price of onyxes (after all your minions will be taking most of the damage, not them), or if you are [[SRD:Alignment|evil]] (like me) you can always extort/rob random NPCs.<br />
<br />
== Highlights ==<br />
<br />
This build is designed to maximize your melee prowess WITH YOUR SPELLS. You are, I repeat ARE NOT, a Barbarian. You're damage comes from channeling nasty touch spells at EVERYTHING you can. The second you get 6th level spells, that becomes Harm. So Harm everything that moves. The raw damage from the greatsword helps, but most of your damage will be from spells. <br />
<br />
You are also going to need all the help you can get. Your BAB is alright, but not brilliant, and with a spell strike sword you will be switching most of your weapons enhancement bonus to your spell DCs. As a result of this get your minions to flank, have your wizard debuff everything (or buff you), and have your minions trip things. There is nothing funnier than watching the goody good Paladin take a channeled Harm to the face because he got tripped by your spiked chain wielding zombie.<br />
<br />
FEAR STACKING. The skill trick Never Outnumbered allows you to intimidate all enemies within 10 feat when you use intimidate against an opponent. Use that, then run in with your Fear Aura. This will bring your opponents to frightened, making them effectively useless. This is a great way to ensure victory in combat.<br />
<br />
A note on advanced learning: Advanced learning is a class feature that allows you to add necromancy spells from the wizard/sorcerer list that aren't on yours already. It is a nice feature, but ask your DM if you can pick up the warmage class feature Eclectic Learning instead. This will gain you access to some nice utilitarian spells that can be live savers.<br />
<br />
How many Hit Dice of undead can I control?: With the appropriate magic items (Deadwalker's Ring and Rod of Undead Mastery) plus Undead Mastery of Corpse Crafter, you can ontrol (8 + 2 x Cha)x HD worth of undead via Animate Dead and they all have +6 HP/HD, +4 Str, +4 Dex.<br />
<br />
== How This Works?==<br />
<br />
This is basically what is going to go down...<br />
<br />
Tomb-Tainted Soul is going to allow you to heal yourself with negative energy, and since you have a class ability that gives you exactly that (Charnel Touch), you basically get free out of combat healing. Your first few levels will be rough, always being at full health between fights and DR will help, but remember your d6 hit die, you are not a barbarian. As soon as you can rebuke things successfully (level 2), go get some skeletons to supplement your melee abilites (and the rogues sure wont mind the extra flanking). <br />
<br />
At level 8 you can Animate Dead and Undead Mastery which means its time to take a break from adventuring and start creating your army. Your three levels in duskblade will grant your channeling and access to new spells for wands and such. Once you have channel spell and a decent BAB now is when you come to the forefront of combat. Spells like Bestow Curse, Inflict Critical Wounds, vampiric touch, and Enervation will be your bread and butter over the next few levels. <br />
<br />
Late game should be almost laughable. With your undead minions most adventures can be easily soloed (but that is no fun, so don't). All but the most resilient of enemies will fall to your spells such as slay living, harm, finger of death, and circle of death. And with your ridiculous amount of spells you will be casting something every round most likely.<br />
<br />
A note on your undead minions: A well equipped undead is a deadly undead. A zombie is not a threat, a giant zombie in full plate and a spiked chain is a considerable threat. Organize your minions into groups and protect the more vulnerable ones. That is all I will say about that however, if you want a comprehensive guide on how to handle your undead, google it. <br />
<br />
== Munchkin-Size Me ==<br />
<br />
Further optimizations: <br />
<br />
1. Be a Necropolitian. Like I said, I did not, because I think they're really lame, but that is just me. If you like being an undead nerd, go for it. If grants you all undead qualities and at relatively no cost. <br />
<br />
2. Get a Legacy Weapon. My DM gave me a legacy sword that allowed me to spend rebuke attempts to decrease the level of metamagic (similar to Divine Metamagic). Not to mention Legacy Weapons are just awesome.<br />
<br />
3. Be a Strongheart Halfing. Bonus Feats and you are small!<br />
<br />
4. Think outside of the box! You are a Dread Necromancer! The world is your playground and the lives of the pathetic mortals who walk it are your playthings. Take out Faction or City Leaders and replace them with undead under your control with a [[SRD:Hat of Disguise|Hat of Disguise]]. Unleash hordes of Wights into villages and watch the country side drown in undead. Become a vampire and get spawn(more undead)! Sacrifice (see BoVD for rules on that) those silly Paladins and use the experience to make stuff (I have an artificer in the party so we do that a lot). Use Magic Jars to possess things and watch the chaos ensue.<br />
<br />
== Side Notes ==<br />
<br />
On a roleplaying note, I suggest playing an Evil character. Dread Necromancers can be [[SRD:Alignment|neutral]], but you shouldn't be. This is a class for the truly depraved and wicked. You are a master of all that is evil and sentient life holds no value for you. Kill Paladins and bring them back as undead. Unleash disease upon the world. Let the world drown in your unholy might. [[SRD:Alignment|Neutral]] is legal, but [[SRD:Alignment|evil]] is way to go to take full advantage of the awesomeness this class can bring.<br />
<br />
=== Limitations ===<br />
<br />
Obviously if your DM outlaws any of the above mentioned books this build won't work. Also, make sure your DM is ok with everything this class can do. If your DM will never give you access to proper undead, or thinks that unleashing hordes of undead on his campaign setting is a bad thing, this build will still work, but it wont be nearly as fun. You will still rock at doing damage, but the class loses its flavor (you're better off playing a cleric).<br />
<br />
=== DM Counters ===<br />
<br />
CLERICS. A group of well armed and well trained clerics will ruin a Dread Necromancers day. Also limit the amount of undead the player can have access to. A campaign setting that has extreme restrictions on magic users/necromancy will also make the player do a lot more running and hiding.<br />
<br />
=== Miscellaneous ===<br />
<br />
As an after note, some of the above sections feel light (i.e. items), but I feel some of this is unnecasary. By now we should all know the magic items necessary to help out a character. Cloaks of charisma, vests of resistance, and other items to maintain melee survivability are all welcome additions.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:WotC Rules Only]]<!-- REMOVE THIS ENTIRE LINE IF THIS CHARACTER OPTIMIZATION USES RULES THAT ARE NOT FOUND WITHIN WOTC SOURCE BOOKS!!! --></div>Eonir777https://www.dandwiki.com/w/index.php?title=Melee_Specialized_Dread_Necromancer_(3.5e_Optimized_Character_Build)&diff=549123Melee Specialized Dread Necromancer (3.5e Optimized Character Build)2012-01-31T23:03:37Z<p>Eonir777: /* Progression */</p>
<hr />
<div>{{needsbalance|''[[SRD:Command Undead|Command undead]]'' and the tricks thereby can only allow one to command so many undead. Even with ''[[SRD:Animate Dead|animate dead]]'' it is not an unlimited amount. Why is a 28 point build chosen? It should be the standard 25 point build. }}<br />
{{wikify|Links to the [[SRD:System Reference Document|SRD]] need to be added throughout.}}<br />
{{wording|Grammatical problems are present. For example "''[y]ou are, I repeat ARE NOT, a [b]arbarian.''" does not make sense.}}<br />
<br />
== Introduction ==<br />
<br />
The Dread Necromancer, the Scourge of the Living and Master of Undeath. This class which appears in the book Heroes of Horror is a wonderfully flavored class that can bring an entirely new feel to the table. The potential to have hordes of undead followers, full 9th level spellcasting, and some great class abilities can be very enticing options. I however took a different approach to my Dread Necromancer. While they don't like a class that would do all that well in melee (poor BAB and light armor) they can, with a little optimization, be truly terrifying forces on the battlefield.<br />
<br />
This build will look at a 20 level progression of the character I plan on using. In our campaign we might get into epic levels, but for the purposes of this build I will only go up to level 20. As a note, while this is a Dread Necromancer, I will not be going into the creation of undead, as there are already a ton of guides over it, and I really don't care all that much. I plan on doing some undead making, but only as a compliment to our party to help the rogue out. Most of my undead will just be skellies and zombies (of various size and ability).<br />
<br />
Formatting and spelling/grammar issue fixes are welcome, you won't hurt my pride.<br />
<br />
[[Image:Epic_Lucan.jpg|thumb|Prepare to Die]]<br />
<br />
== References ==<br />
<br />
Player's Handbook (duh), Players's Handbook 2 (for Duskblade), Magic Item Compendium (for stuff), Complete Mage (abjurant champion), Heroes of Horror (Dread Necromancer), Libris Mortis (for all the undead stuffs). Also multiple guides of the wizards and giantsintheplayround forums gave me a few ideas. <br />
<br />
== Game Rule Components ==<br />
<br />
Up to 8th level Dread Necromancer Spell casting, 1st level Duskblade Spell Casting (albiet at a Caster Level of 14 due to the Abjurant Champion ability Martial Arcanist), Charnel Touch (and all its varients thereof), and lastly Channeling from Duskblade.<br />
<br />
=== Items ===<br />
<br />
The best Greatsword you can get your hands on (preferably with Spell Strike (MiC), which allows you to allocate your weapons enhancement bonus to your spell saves), Rod of Undead Mastery (why not?), a Nightstick would be cool, and also a Gem of Arcane Steel (best one you can get). And of course it goes without saying that you want the best vest of resilience, cloak of charisma, belt of strength, and armor you can buy. Anything that can increase your melee survivability or spell prowess are welcome.<br />
<br />
=== Progression ===<br />
<br />
'''Starting Ability Scores (Before Racial Adjustments):''' Standard 25 point buy:<br />
[[SRD:Strength|Str]] 13<br />
[[SRD:Dexterity|Dex]] 8<br />
[[SRD:Constitution|Con]] 14<br />
[[SRD:Intelligence|Int]] 10<br />
[[SRD:Wisdom|Wis]]10<br />
[[SRD:Charisma|Cha]] 16.<br />
<br />
'''Race (Templates):''' [[SRD:Humans (Race)|Human]] (for the feat). Necropolitian is a template that makes you an undead that you can get at level 3. This is a great template for a budding Dread Necromancer, however I did not take it (as such this build will not), because I think they're lame and I am a slave to fashion. If you chose to go Necropolitian however, do not take tomb-tainted soul at 1st level (unless your DM allows retraining) and allocate the points in constitution to something else (preferably strength or charisma).<br />
<br />
''Starting Racial Traits:'' Bonus Feat and Bonus skills.<br />
<br />
{| class="d20" style="text-align: left;" {{#vardefine: odd|0}}<br />
|- style="text-align: center;"<br />
! rowspan="2" | ECL<br />
! rowspan="2" | Class/HD/LA<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Feats<br />
! rowspan="2" | Class<br/>Features<br />
! rowspan="2" | Special<br />
|- style="text-align: center;"<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || Dread Necromancer || +0 || +0 || +0 || +2 || Tomb Tainted Soul, Spell Focus (Necromancy) || Charnel Touch, Rebuke Undead || Dread Necromancer Spellcasting (1st level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || Dread Necromancer || +1 || +0 || +0 || +3 || - || Lich Body (DR 2/magic and bludgeoning) || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || Dread Necromancer || +1 || +1 || +1 || +3 || Great Spell Focus (Necromancy) || Negative Energy Burst 1/day || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Advanced Learning, Mental Bastion || Dread Necromancer Spellcasting (2nd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Fear Aura || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || Dread Necromancer || +3 || +2 || +2 || +5 || Leadership/Corpsecrafter || Scabrous Touch || Dread Necromancer Spellcasting (3rd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || Dread Necromancer || +3 || +2 || +2 || +5 || - || Lich Body DR4, Summon Familiar || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || Dread Necromancer || +4 || +2 || +2 || +6 || - || Advanced Learning, Negative Energy Burst 2/day, UNDEAD MASTERY || Dread Necromancer Spellcasting (4th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || Duskblade || +5 || +6 || +2 || +8 || Corpsecrafter/Nimble Bones || Arcane Attunement, Armored Mage (Light) || Duskblade Spellcasting (1st level)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || Duskblade || +6/+1 || +7 || +2 || +9 || - || Combat Casting || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || Duskblade || +7/+2 || +7 || +3 || +9 || - || ARCANE CHANNELING || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || Abjurant Champion || +8/+3 || +7 || +3 || +11 || Nimble Bones/Destructive Retribution || Abjurant Armor, Extend Abjuration || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || Abjurant Champion || +9/+4 || +7 || +3 || +12 || - || Swift Abjuration || +1 level of Dread Necromancer Spellcasting (5th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || Abjurant Champion || +10/+5 || +8 || +4 || +12 || - || - || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || Abjurant Champion || +11/+6/+1 || +8 || +4 || +13 || Destructive Retribution/Empower Spell || Arcane Boost || +1 level of Dread Necromancer Spellcasting (6th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || Abjurant Champion || +12/+7/+2 || +8 || +4 || +13 || - || Martial Arcanist || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || Dread Necromancer || +12/+7/+2 || +9 || +5 || +13 || - || Negative Energy Resistance || Dread Necromancer Spellcasting (7th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || Empower Spell/Versatile Spellcasting || Light Fortification || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || - || Lich Body DR6, Scabrous Touch 2/day || Dread Necromancer Spellcasting (8th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || Dread Necromancer || +14/+9/+4 || +10 || +6 || +15 || - || Advanced Learning, Enervating Touch || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
=== Other Components ===<br />
<br />
The reanimating of undead can get expensive, so I suggest finding a way to pull in some extra income. Crafting items can be a great way. If you are playing a [[SRD:Alignment|neutral]] character, try to convince your fellow party members to chip in the price of onyxes (after all your minions will be taking most of the damage, not them), or if you are [[SRD:Alignment|evil]] (like me) you can always extort/rob random NPCs.<br />
<br />
== Highlights ==<br />
<br />
This build is designed to maximize your melee prowess WITH YOUR SPELLS. You are, I repeat ARE NOT, a Barbarian. You're damage comes from channeling nasty touch spells at EVERYTHING you can. The second you get 6th level spells, that becomes Harm. So Harm everything that moves. The raw damage from the greatsword helps, but most of your damage will be from spells. <br />
<br />
You are also going to need all the help you can get. Your BAB is alright, but not brilliant, and with a spell strike sword you will be switching most of your weapons enhancement bonus to your spell DCs. As a result of this get your minions to flank, have your wizard debuff everything (or buff you), and have your minions trip things. There is nothing funnier than watching the goody good Paladin take a channeled Harm to the face because he got tripped by your spiked chain wielding zombie.<br />
<br />
FEAR STACKING. The skill trick Never Outnumbered allows you to intimidate all enemies within 10 feat when you use intimidate against an opponent. Use that, then run in with your Fear Aura. This will bring your opponents to frightened, making them effectively useless. This is a great way to ensure victory in combat.<br />
<br />
A note on advanced learning: Advanced learning is a class feature that allows you to add necromancy spells from the wizard/sorcerer list that aren't on yours already. It is a nice feature, but ask your DM if you can pick up the warmage class feature Eclectic Learning instead. This will gain you access to some nice utilitarian spells that can be live savers.<br />
<br />
== How This Works?==<br />
<br />
This is basically what is going to go down...<br />
<br />
Tomb-Tainted Soul is going to allow you to heal yourself with negative energy, and since you have a class ability that gives you exactly that (Charnel Touch), you basically get free out of combat healing. Your first few levels will be rough, always being at full health between fights and DR will help, but remember your d6 hit die, you are not a barbarian. As soon as you can rebuke things successfully (level 2), go get some skeletons to supplement your melee abilites (and the rogues sure wont mind the extra flanking). <br />
<br />
At level 8 you can Animate Dead and Undead Mastery which means its time to take a break from adventuring and start creating your army. Your three levels in duskblade will grant your channeling and access to new spells for wands and such. Once you have channel spell and a decent BAB now is when you come to the forefront of combat. Spells like Bestow Curse, Inflict Critical Wounds, vampiric touch, and Enervation will be your bread and butter over the next few levels. <br />
<br />
Late game should be almost laughable. With your undead minions most adventures can be easily soloed (but that is no fun, so don't). All but the most resilient of enemies will fall to your spells such as slay living, harm, finger of death, and circle of death. And with your ridiculous amount of spells you will be casting something every round most likely.<br />
<br />
A note on your undead minions: A well equipped undead is a deadly undead. A zombie is not a threat, a giant zombie in full plate and a spiked chain is a considerable threat. Organize your minions into groups and protect the more vulnerable ones. That is all I will say about that however, if you want a comprehensive guide on how to handle your undead, google it. <br />
<br />
== Munchkin-Size Me ==<br />
<br />
Further optimizations: <br />
<br />
1. Be a Necropolitian. Like I said, I did not, because I think they're really lame, but that is just me. If you like being an undead nerd, go for it. If grants you all undead qualities and at relatively no cost. <br />
<br />
2. Get a Legacy Weapon. My DM gave me a legacy sword that allowed me to spend rebuke attempts to decrease the level of metamagic (similar to Divine Metamagic). Not to mention Legacy Weapons are just awesome.<br />
<br />
3. Be a Strongheart Halfing. Bonus Feats and you are small!<br />
<br />
4. Think outside of the box! You are a Dread Necromancer! The world is your playground and the lives of the pathetic mortals who walk it are your playthings. Take out Faction or City Leaders and replace them with undead under your control with a [[SRD:Hat of Disguise|Hat of Disguise]]. Unleash hordes of Wights into villages and watch the country side drown in undead. Become a vampire and get spawn(more undead)! Sacrifice (see BoVD for rules on that) those silly Paladins and use the experience to make stuff (I have an artificer in the party so we do that a lot). Use Magic Jars to possess things and watch the chaos ensue.<br />
<br />
== Side Notes ==<br />
<br />
On a roleplaying note, I suggest playing an Evil character. Dread Necromancers can be [[SRD:Alignment|neutral]], but you shouldn't be. This is a class for the truly depraved and wicked. You are a master of all that is evil and sentient life holds no value for you. Kill Paladins and bring them back as undead. Unleash disease upon the world. Let the world drown in your unholy might. [[SRD:Alignment|Neutral]] is legal, but [[SRD:Alignment|evil]] is way to go to take full advantage of the awesomeness this class can bring.<br />
<br />
=== Limitations ===<br />
<br />
Obviously if your DM outlaws any of the above mentioned books this build won't work. Also, make sure your DM is ok with everything this class can do. If your DM will never give you access to proper undead, or thinks that unleashing hordes of undead on his campaign setting is a bad thing, this build will still work, but it wont be nearly as fun. You will still rock at doing damage, but the class loses its flavor (you're better off playing a cleric).<br />
<br />
=== DM Counters ===<br />
<br />
CLERICS. A group of well armed and well trained clerics will ruin a Dread Necromancers day. Also limit the amount of undead the player can have access to. A campaign setting that has extreme restrictions on magic users/necromancy will also make the player do a lot more running and hiding.<br />
<br />
=== Miscellaneous ===<br />
<br />
As an after note, some of the above sections feel light (i.e. items), but I feel some of this is unnecasary. By now we should all know the magic items necessary to help out a character. Cloaks of charisma, vests of resistance, and other items to maintain melee survivability are all welcome additions.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:WotC Rules Only]]<!-- REMOVE THIS ENTIRE LINE IF THIS CHARACTER OPTIMIZATION USES RULES THAT ARE NOT FOUND WITHIN WOTC SOURCE BOOKS!!! --></div>Eonir777https://www.dandwiki.com/w/index.php?title=Melee_Specialized_Dread_Necromancer_(3.5e_Optimized_Character_Build)&diff=549122Melee Specialized Dread Necromancer (3.5e Optimized Character Build)2012-01-31T23:02:56Z<p>Eonir777: /* Progression */</p>
<hr />
<div>{{needsbalance|''[[SRD:Command Undead|Command undead]]'' and the tricks thereby can only allow one to command so many undead. Even with ''[[SRD:Animate Dead|animate dead]]'' it is not an unlimited amount. Why is a 28 point build chosen? It should be the standard 25 point build. }}<br />
{{wikify|Links to the [[SRD:System Reference Document|SRD]] need to be added throughout.}}<br />
{{wording|Grammatical problems are present. For example "''[y]ou are, I repeat ARE NOT, a [b]arbarian.''" does not make sense.}}<br />
<br />
== Introduction ==<br />
<br />
The Dread Necromancer, the Scourge of the Living and Master of Undeath. This class which appears in the book Heroes of Horror is a wonderfully flavored class that can bring an entirely new feel to the table. The potential to have hordes of undead followers, full 9th level spellcasting, and some great class abilities can be very enticing options. I however took a different approach to my Dread Necromancer. While they don't like a class that would do all that well in melee (poor BAB and light armor) they can, with a little optimization, be truly terrifying forces on the battlefield.<br />
<br />
This build will look at a 20 level progression of the character I plan on using. In our campaign we might get into epic levels, but for the purposes of this build I will only go up to level 20. As a note, while this is a Dread Necromancer, I will not be going into the creation of undead, as there are already a ton of guides over it, and I really don't care all that much. I plan on doing some undead making, but only as a compliment to our party to help the rogue out. Most of my undead will just be skellies and zombies (of various size and ability).<br />
<br />
Formatting and spelling/grammar issue fixes are welcome, you won't hurt my pride.<br />
<br />
[[Image:Epic_Lucan.jpg|thumb|Prepare to Die]]<br />
<br />
== References ==<br />
<br />
Player's Handbook (duh), Players's Handbook 2 (for Duskblade), Magic Item Compendium (for stuff), Complete Mage (abjurant champion), Heroes of Horror (Dread Necromancer), Libris Mortis (for all the undead stuffs). Also multiple guides of the wizards and giantsintheplayround forums gave me a few ideas. <br />
<br />
== Game Rule Components ==<br />
<br />
Up to 8th level Dread Necromancer Spell casting, 1st level Duskblade Spell Casting (albiet at a Caster Level of 14 due to the Abjurant Champion ability Martial Arcanist), Charnel Touch (and all its varients thereof), and lastly Channeling from Duskblade.<br />
<br />
=== Items ===<br />
<br />
The best Greatsword you can get your hands on (preferably with Spell Strike (MiC), which allows you to allocate your weapons enhancement bonus to your spell saves), Rod of Undead Mastery (why not?), a Nightstick would be cool, and also a Gem of Arcane Steel (best one you can get). And of course it goes without saying that you want the best vest of resilience, cloak of charisma, belt of strength, and armor you can buy. Anything that can increase your melee survivability or spell prowess are welcome.<br />
<br />
=== Progression ===<br />
<br />
'''Starting Ability Scores (Before Racial Adjustments):''' Why had a 28 point buy, thus..<br />
[[SRD:Strength|Str]] 13<br />
[[SRD:Dexterity|Dex]] 8<br />
[[SRD:Constitution|Con]] 14<br />
[[SRD:Intelligence|Int]] 10<br />
[[SRD:Wisdom|Wis]]10<br />
[[SRD:Charisma|Cha]] 16.<br />
<br />
'''Race (Templates):''' [[SRD:Humans (Race)|Human]] (for the feat). Necropolitian is a template that makes you an undead that you can get at level 3. This is a great template for a budding Dread Necromancer, however I did not take it (as such this build will not), because I think they're lame and I am a slave to fashion. If you chose to go Necropolitian however, do not take tomb-tainted soul at 1st level (unless your DM allows retraining) and allocate the points in constitution to something else (preferably strength or charisma).<br />
<br />
''Starting Racial Traits:'' Bonus Feat and Bonus skills.<br />
<br />
{| class="d20" style="text-align: left;" {{#vardefine: odd|0}}<br />
|- style="text-align: center;"<br />
! rowspan="2" | ECL<br />
! rowspan="2" | Class/HD/LA<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Feats<br />
! rowspan="2" | Class<br/>Features<br />
! rowspan="2" | Special<br />
|- style="text-align: center;"<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || Dread Necromancer || +0 || +0 || +0 || +2 || Tomb Tainted Soul, Spell Focus (Necromancy) || Charnel Touch, Rebuke Undead || Dread Necromancer Spellcasting (1st level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || Dread Necromancer || +1 || +0 || +0 || +3 || - || Lich Body (DR 2/magic and bludgeoning) || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || Dread Necromancer || +1 || +1 || +1 || +3 || Great Spell Focus (Necromancy) || Negative Energy Burst 1/day || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Advanced Learning, Mental Bastion || Dread Necromancer Spellcasting (2nd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Fear Aura || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || Dread Necromancer || +3 || +2 || +2 || +5 || Leadership/Corpsecrafter || Scabrous Touch || Dread Necromancer Spellcasting (3rd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || Dread Necromancer || +3 || +2 || +2 || +5 || - || Lich Body DR4, Summon Familiar || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || Dread Necromancer || +4 || +2 || +2 || +6 || - || Advanced Learning, Negative Energy Burst 2/day, UNDEAD MASTERY || Dread Necromancer Spellcasting (4th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || Duskblade || +5 || +6 || +2 || +8 || Corpsecrafter/Nimble Bones || Arcane Attunement, Armored Mage (Light) || Duskblade Spellcasting (1st level)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || Duskblade || +6/+1 || +7 || +2 || +9 || - || Combat Casting || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || Duskblade || +7/+2 || +7 || +3 || +9 || - || ARCANE CHANNELING || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || Abjurant Champion || +8/+3 || +7 || +3 || +11 || Nimble Bones/Destructive Retribution || Abjurant Armor, Extend Abjuration || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || Abjurant Champion || +9/+4 || +7 || +3 || +12 || - || Swift Abjuration || +1 level of Dread Necromancer Spellcasting (5th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || Abjurant Champion || +10/+5 || +8 || +4 || +12 || - || - || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || Abjurant Champion || +11/+6/+1 || +8 || +4 || +13 || Destructive Retribution/Empower Spell || Arcane Boost || +1 level of Dread Necromancer Spellcasting (6th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || Abjurant Champion || +12/+7/+2 || +8 || +4 || +13 || - || Martial Arcanist || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || Dread Necromancer || +12/+7/+2 || +9 || +5 || +13 || - || Negative Energy Resistance || Dread Necromancer Spellcasting (7th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || Empower Spell/Versatile Spellcasting || Light Fortification || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || - || Lich Body DR6, Scabrous Touch 2/day || Dread Necromancer Spellcasting (8th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || Dread Necromancer || +14/+9/+4 || +10 || +6 || +15 || - || Advanced Learning, Enervating Touch || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
=== Other Components ===<br />
<br />
The reanimating of undead can get expensive, so I suggest finding a way to pull in some extra income. Crafting items can be a great way. If you are playing a [[SRD:Alignment|neutral]] character, try to convince your fellow party members to chip in the price of onyxes (after all your minions will be taking most of the damage, not them), or if you are [[SRD:Alignment|evil]] (like me) you can always extort/rob random NPCs.<br />
<br />
== Highlights ==<br />
<br />
This build is designed to maximize your melee prowess WITH YOUR SPELLS. You are, I repeat ARE NOT, a Barbarian. You're damage comes from channeling nasty touch spells at EVERYTHING you can. The second you get 6th level spells, that becomes Harm. So Harm everything that moves. The raw damage from the greatsword helps, but most of your damage will be from spells. <br />
<br />
You are also going to need all the help you can get. Your BAB is alright, but not brilliant, and with a spell strike sword you will be switching most of your weapons enhancement bonus to your spell DCs. As a result of this get your minions to flank, have your wizard debuff everything (or buff you), and have your minions trip things. There is nothing funnier than watching the goody good Paladin take a channeled Harm to the face because he got tripped by your spiked chain wielding zombie.<br />
<br />
FEAR STACKING. The skill trick Never Outnumbered allows you to intimidate all enemies within 10 feat when you use intimidate against an opponent. Use that, then run in with your Fear Aura. This will bring your opponents to frightened, making them effectively useless. This is a great way to ensure victory in combat.<br />
<br />
A note on advanced learning: Advanced learning is a class feature that allows you to add necromancy spells from the wizard/sorcerer list that aren't on yours already. It is a nice feature, but ask your DM if you can pick up the warmage class feature Eclectic Learning instead. This will gain you access to some nice utilitarian spells that can be live savers.<br />
<br />
== How This Works?==<br />
<br />
This is basically what is going to go down...<br />
<br />
Tomb-Tainted Soul is going to allow you to heal yourself with negative energy, and since you have a class ability that gives you exactly that (Charnel Touch), you basically get free out of combat healing. Your first few levels will be rough, always being at full health between fights and DR will help, but remember your d6 hit die, you are not a barbarian. As soon as you can rebuke things successfully (level 2), go get some skeletons to supplement your melee abilites (and the rogues sure wont mind the extra flanking). <br />
<br />
At level 8 you can Animate Dead and Undead Mastery which means its time to take a break from adventuring and start creating your army. Your three levels in duskblade will grant your channeling and access to new spells for wands and such. Once you have channel spell and a decent BAB now is when you come to the forefront of combat. Spells like Bestow Curse, Inflict Critical Wounds, vampiric touch, and Enervation will be your bread and butter over the next few levels. <br />
<br />
Late game should be almost laughable. With your undead minions most adventures can be easily soloed (but that is no fun, so don't). All but the most resilient of enemies will fall to your spells such as slay living, harm, finger of death, and circle of death. And with your ridiculous amount of spells you will be casting something every round most likely.<br />
<br />
A note on your undead minions: A well equipped undead is a deadly undead. A zombie is not a threat, a giant zombie in full plate and a spiked chain is a considerable threat. Organize your minions into groups and protect the more vulnerable ones. That is all I will say about that however, if you want a comprehensive guide on how to handle your undead, google it. <br />
<br />
== Munchkin-Size Me ==<br />
<br />
Further optimizations: <br />
<br />
1. Be a Necropolitian. Like I said, I did not, because I think they're really lame, but that is just me. If you like being an undead nerd, go for it. If grants you all undead qualities and at relatively no cost. <br />
<br />
2. Get a Legacy Weapon. My DM gave me a legacy sword that allowed me to spend rebuke attempts to decrease the level of metamagic (similar to Divine Metamagic). Not to mention Legacy Weapons are just awesome.<br />
<br />
3. Be a Strongheart Halfing. Bonus Feats and you are small!<br />
<br />
4. Think outside of the box! You are a Dread Necromancer! The world is your playground and the lives of the pathetic mortals who walk it are your playthings. Take out Faction or City Leaders and replace them with undead under your control with a [[SRD:Hat of Disguise|Hat of Disguise]]. Unleash hordes of Wights into villages and watch the country side drown in undead. Become a vampire and get spawn(more undead)! Sacrifice (see BoVD for rules on that) those silly Paladins and use the experience to make stuff (I have an artificer in the party so we do that a lot). Use Magic Jars to possess things and watch the chaos ensue.<br />
<br />
== Side Notes ==<br />
<br />
On a roleplaying note, I suggest playing an Evil character. Dread Necromancers can be [[SRD:Alignment|neutral]], but you shouldn't be. This is a class for the truly depraved and wicked. You are a master of all that is evil and sentient life holds no value for you. Kill Paladins and bring them back as undead. Unleash disease upon the world. Let the world drown in your unholy might. [[SRD:Alignment|Neutral]] is legal, but [[SRD:Alignment|evil]] is way to go to take full advantage of the awesomeness this class can bring.<br />
<br />
=== Limitations ===<br />
<br />
Obviously if your DM outlaws any of the above mentioned books this build won't work. Also, make sure your DM is ok with everything this class can do. If your DM will never give you access to proper undead, or thinks that unleashing hordes of undead on his campaign setting is a bad thing, this build will still work, but it wont be nearly as fun. You will still rock at doing damage, but the class loses its flavor (you're better off playing a cleric).<br />
<br />
=== DM Counters ===<br />
<br />
CLERICS. A group of well armed and well trained clerics will ruin a Dread Necromancers day. Also limit the amount of undead the player can have access to. A campaign setting that has extreme restrictions on magic users/necromancy will also make the player do a lot more running and hiding.<br />
<br />
=== Miscellaneous ===<br />
<br />
As an after note, some of the above sections feel light (i.e. items), but I feel some of this is unnecasary. By now we should all know the magic items necessary to help out a character. Cloaks of charisma, vests of resistance, and other items to maintain melee survivability are all welcome additions.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:WotC Rules Only]]<!-- REMOVE THIS ENTIRE LINE IF THIS CHARACTER OPTIMIZATION USES RULES THAT ARE NOT FOUND WITHIN WOTC SOURCE BOOKS!!! --></div>Eonir777https://www.dandwiki.com/w/index.php?title=Melee_Specialized_Dread_Necromancer_(3.5e_Optimized_Character_Build)&diff=549118Melee Specialized Dread Necromancer (3.5e Optimized Character Build)2012-01-31T22:51:41Z<p>Eonir777: /* Progression */</p>
<hr />
<div>== Introduction ==<br />
The Dread Necromancer, the Scourge of the Living and Master of Undeath. This class which appears in the book Heroes of Horror is a wonderfully flavored class that can bring an entirely new feel to the table. The potential to have hordes of undead followers, full 9th level spellcasting, and some great class abilities can be very enticing options. I however took a different approach to my Dread Necromancer. While they don't like a class that would do all that well in melee (poor BAB and light armor) they can, with a little optimization, be truly terrifying forces on the battlefield.<br />
<br />
This build will look at a 20 level progression of the character I plan on using. In our campaign we might get into epic levels, but for the purposes of this build I will only go up to level 20. As a note, while this is a Dread Necromancer, I will not be going into the creation of undead, as there are already a ton of guides over it, and I really don't care all that much. I plan on doing some undead making, but only as a compliment to our party to help the rogue out. Most of my undead will just be skellies and zombies (of various size and ability).<br />
<br />
Formatting and spelling/grammar issue fixes are welcome, you won't hurt my pride.<br />
<br />
[[Image:Epic_Lucan.jpg|thumb|Prepare to Die]]<br />
<br />
== References ==<br />
<br />
Player's Handbook (duh), Players's Handbook 2 (for Duskblade), Magic Item Compendium (for stuff), Complete Mage (abjurant champion), Heroes of Horror (Dread Necromancer), Libris Mortis (for all the undead stuffs). Also multiple guides of the wizards and giantsintheplayround forums gave me a few ideas. <br />
<br />
== Game Rule Components ==<br />
<br />
Up to 8th level Dread Necromancer Spell casting, 1st level Duskblade Spell Casting (albiet at a Caster Level of 14 due to the Abjurant Champion ability Martial Arcanist), Charnel Touch (and all its varients thereof), and lastly Channeling from Duskblade.<br />
<br />
=== Items ===<br />
<br />
The best Greatsword you can get your hands on (preferably with Spell Strike (MiC), which allows you to allocate your weapons enhancement bonus to your spell saves), Rod of Undead Mastery (why not?), a Nightstick would be cool, and also a Gem of Arcane Steel (best one you can get). And of course it goes without saying that you want the best vest of resilience, cloak of charisma, belt of strength, and armor you can buy. Anything that can increase your melee survivability or spell prowess are welcome.<br />
<br />
=== Progression ===<br />
<br />
'''Starting Ability Scores (Before Racial Adjustments):''' Why had a 28 point buy, thus..<br />
[[SRD:Strength|Str]] 14<br />
[[SRD:Dexterity|Dex]] 8<br />
[[SRD:Constitution|Con]] 14<br />
[[SRD:Intelligence|Int]] 12<br />
[[SRD:Wisdom|Wis]]10<br />
[[SRD:Charisma|Cha]] 16.<br />
<br />
'''Race (Templates):''' [[SRD:Humans (Race)|Human]] (for the feat). Necropolitian is a template that makes you an undead that you can get at level 3. This is a great template for a budding Dread Necromancer, however I did not take it (as such this build will not), because I think they're lame and I am a slave to fashion. If you chose to go Necropolitian however, do not take tomb-tainted soul at 1st level (unless your DM allows retraining) and allocate the points in constitution to something else (preferably strength or charisma).<br />
<br />
''Starting Racial Traits:'' Bonus Feat and Bonus skills.<br />
<br />
{| class="d20" style="text-align: left;" {{#vardefine: odd|0}}<br />
|- style="text-align: center;"<br />
! rowspan="2" | ECL<br />
! rowspan="2" | Class/HD/LA<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Feats<br />
! rowspan="2" | Class<br/>Features<br />
! rowspan="2" | Special<br />
|- style="text-align: center;"<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || Dread Necromancer || +0 || +0 || +0 || +2 || Tomb Tainted Soul, Spell Focus (Necromancy) || Charnel Touch, Rebuke Undead || Dread Necromancer Spellcasting (1st level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || Dread Necromancer || +1 || +0 || +0 || +3 || - || Lich Body (DR 2/magic and bludgeoning) || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || Dread Necromancer || +1 || +1 || +1 || +3 || Great Spell Focus (Necromancy) || Negative Energy Burst 1/day || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Advanced Learning, Mental Bastion || Dread Necromancer Spellcasting (2nd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Fear Aura || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || Dread Necromancer || +3 || +2 || +2 || +5 || Leadership/Corpsecrafter || Scabrous Touch || Dread Necromancer Spellcasting (3rd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || Dread Necromancer || +3 || +2 || +2 || +5 || - || Lich Body DR4, Summon Familiar || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || Dread Necromancer || +4 || +2 || +2 || +6 || - || Advanced Learning, Negative Energy Burst 2/day, UNDEAD MASTERY || Dread Necromancer Spellcasting (4th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || Duskblade || +5 || +6 || +2 || +8 || Corpsecrafter/Nimble Bones || Arcane Attunement, Armored Mage (Light) || Duskblade Spellcasting (1st level)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || Duskblade || +6/+1 || +7 || +2 || +9 || - || Combat Casting || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || Duskblade || +7/+2 || +7 || +3 || +9 || - || ARCANE CHANNELING || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || Abjurant Champion || +8/+3 || +7 || +3 || +11 || Nimble Bones/Destructive Retribution || Abjurant Armor, Extend Abjuration || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || Abjurant Champion || +9/+4 || +7 || +3 || +12 || - || Swift Abjuration || +1 level of Dread Necromancer Spellcasting (5th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || Abjurant Champion || +10/+5 || +8 || +4 || +12 || - || - || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || Abjurant Champion || +11/+6/+1 || +8 || +4 || +13 || Destructive Retribution/Empower Spell || Arcane Boost || +1 level of Dread Necromancer Spellcasting (6th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || Abjurant Champion || +12/+7/+2 || +8 || +4 || +13 || - || Martial Arcanist || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || Dread Necromancer || +12/+7/+2 || +9 || +5 || +13 || - || Negative Energy Resistance || Dread Necromancer Spellcasting (7th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || Empower Spell/Versatile Spellcasting || Light Fortification || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || - || Lich Body DR6, Scabrous Touch 2/day || Dread Necromancer Spellcasting (8th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || Dread Necromancer || +14/+9/+4 || +10 || +6 || +15 || - || Advanced Learning, Enervating Touch || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
=== Other Components ===<br />
<br />
The reanimating of undead can get expensive, so I suggest finding a way to pull in some extra income. Crafting items can be a great way. If you are playing a [[SRD:Alignment|neutral]] character, try to convince your fellow party members to chip in the price of onyxes (after all your minions will be taking most of the damage, not them), or if you are [[SRD:Alignment|evil]] (like me) you can always extort/rob random NPCs.<br />
<br />
== Highlights ==<br />
<br />
This build is designed to maximize your melee prowess WITH YOUR SPELLS. You are, I repeat ARE NOT, a Barbarian. You're damage comes from channeling nasty touch spells at EVERYTHING you can. The second you get 6th level spells, that becomes Harm. So Harm everything that moves. The raw damage from the greatsword helps, but most of your damage will be from spells. <br />
<br />
You are also going to need all the help you can get. Your BAB is alright, but not brilliant, and with a spell strike sword you will be switching most of your weapons enhancement bonus to your spell DCs. As a result of this get your minions to flank, have your wizard debuff everything (or buff you), and have your minions trip things. There is nothing funnier than watching the goody good Paladin take a channeled Harm to the face because he got tripped by your spiked chain wielding zombie.<br />
<br />
FEAR STACKING. The skill trick Never Outnumbered allows you to intimidate all enemies within 10 feat when you use intimidate against an opponent. Use that, then run in with your Fear Aura. This will bring your opponents to frightened, making them effectively useless. This is a great way to ensure victory in combat.<br />
<br />
A note on advanced learning: Advanced learning is a class feature that allows you to add necromancy spells from the wizard/sorcerer list that aren't on yours already. It is a nice feature, but ask your DM if you can pick up the warmage class feature Eclectic Learning instead. This will gain you access to some nice utilitarian spells that can be live savers.<br />
<br />
== How This Works?==<br />
<br />
This is basically what is going to go down...<br />
<br />
Tomb-Tainted Soul is going to allow you to heal yourself with negative energy, and since you have a class ability that gives you exactly that (Charnel Touch), you basically get free out of combat healing. Your first few levels will be rough, always being at full health between fights and DR will help, but remember your d6 hit die, you are not a barbarian. As soon as you can rebuke things successfully (level 2), go get some skeletons to supplement your melee abilites (and the rogues sure wont mind the extra flanking). <br />
<br />
At level 8 you can Animate Dead and Undead Mastery which means its time to take a break from adventuring and start creating your army. Your three levels in duskblade will grant your channeling and access to new spells for wands and such. Once you have channel spell and a decent BAB now is when you come to the forefront of combat. Spells like Bestow Curse, Inflict Critical Wounds, vampiric touch, and Enervation will be your bread and butter over the next few levels. <br />
<br />
Late game should be almost laughable. With your undead minions most adventures can be easily soloed (but that is no fun, so don't). All but the most resilient of enemies will fall to your spells such as slay living, harm, finger of death, and circle of death. And with your ridiculous amount of spells you will be casting something every round most likely.<br />
<br />
A note on your undead minions: A well equipped undead is a deadly undead. A zombie is not a threat, a giant zombie in full plate and a spiked chain is a considerable threat. Organize your minions into groups and protect the more vulnerable ones. That is all I will say about that however, if you want a comprehensive guide on how to handle your undead, google it. <br />
<br />
== Munchkin-Size Me ==<br />
<br />
Further optimizations: <br />
<br />
1. Be a Necropolitian. Like I said, I did not, because I think they're really lame, but that is just me. If you like being an undead nerd, go for it. If grants you all undead qualities and at relatively no cost. <br />
<br />
2. Get a Legacy Weapon. My DM gave me a legacy sword that allowed me to spend rebuke attempts to decrease the level of metamagic (similar to Divine Metamagic). Not to mention Legacy Weapons are just awesome.<br />
<br />
3. Be a Strongheart Halfing. Bonus Feats and you are small!<br />
<br />
4. Think outside of the box! You are a Dread Necromancer! The world is your playground and the lives of the pathetic mortals who walk it are your playthings. Take out Faction or City Leaders and replace them with undead under your control with a [[SRD:Hat of Disguise|Hat of Disguise]]. Unleash hordes of Wights into villages and watch the country side drown in undead. Become a vampire and get spawn(more undead)! Sacrifice (see BoVD for rules on that) those silly Paladins and use the experience to make stuff (I have an artificer in the party so we do that a lot). Use Magic Jars to possess things and watch the chaos ensue.<br />
<br />
== Side Notes ==<br />
<br />
On a roleplaying note, I suggest playing an Evil character. Dread Necromancers can be [[SRD:Alignment|neutral]], but you shouldn't be. This is a class for the truly depraved and wicked. You are a master of all that is evil and sentient life holds no value for you. Kill Paladins and bring them back as undead. Unleash disease upon the world. Let the world drown in your unholy might. [[SRD:Alignment|Neutral]] is legal, but [[SRD:Alignment|evil]] is way to go to take full advantage of the awesomeness this class can bring.<br />
<br />
=== Limitations ===<br />
<br />
Obviously if your DM outlaws any of the above mentioned books this build won't work. Also, make sure your DM is ok with everything this class can do. If your DM will never give you access to proper undead, or thinks that unleashing hordes of undead on his campaign setting is a bad thing, this build will still work, but it wont be nearly as fun. You will still rock at doing damage, but the class loses its flavor (you're better off playing a cleric).<br />
<br />
=== DM Counters ===<br />
<br />
CLERICS. A group of well armed and well trained clerics will ruin a Dread Necromancers day. Also limit the amount of undead the player can have access to. A campaign setting that has extreme restrictions on magic users/necromancy will also make the player do a lot more running and hiding.<br />
<br />
=== Miscellaneous ===<br />
<br />
As an after note, some of the above sections feel light (i.e. items), but I feel some of this is unnecasary. By now we should all know the magic items necessary to help out a character. Cloaks of charisma, vests of resistance, and other items to maintain melee survivability are all welcome additions.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:WotC Rules Only]]<!-- REMOVE THIS ENTIRE LINE IF THIS CHARACTER OPTIMIZATION USES RULES THAT ARE NOT FOUND WITHIN WOTC SOURCE BOOKS!!! --></div>Eonir777https://www.dandwiki.com/w/index.php?title=User_talk:Green_Dragon&diff=549116User talk:Green Dragon2012-01-31T21:36:27Z<p>Eonir777: /* Trying to do this right. */ new section</p>
<hr />
<div>{{:User:Green Dragon/Top Template}}<br />
{{Messages of Interest|messages=<br />
{{MoI-Row<br />
|page=Category_talk:Candidates_for_Deletion<br />
|section=Idea_for_half-completed_pages<br />
|notifier=Jazzman831<br />
|date_time=21:09, 20 April 2010 (UTC)<br />
}}<br />
{{MoI-Row<br />
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|date_time=22:09, 13 March 2010 (UTC)<br />
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{{MoI-Row<br />
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|section=Taking Author Information off Pages<br />
|notifier=Jwguy<br />
|date_time=01:40, 6 November 2009 (MST)<br />
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{{MoI-Row<br />
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}}<br />
{{MoI-Row<br />
|page=Talk:Detect_Disease_(3.5e_Spell)<br />
|section=Author Template<br />
|notifier=Daniel Draco<br />
|date_time=03:15, 4 October 2009 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:SRD3e:System_Reference_Document<br />
|section=Basic Character Classes<br />
|notifier=Hooper<br />
|date_time=16:45, 1 October 2009 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=User_talk:Hooper/Banned_Material<br />
|section=Hugh?<br />
|notifier=Lord Dhazriel<br />
|date_time=17:57, 18 September 2009 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=User_talk:Jason_Bagby<br />
|section=Deletion Template on User Page<br />
|notifier=Hooper<br />
|date_time=17:05, 5 September 2009 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=User_talk:Admin<br />
|section=Transcribed Wizards of the Coast Online Archives<br />
|notifier=TheWarforgedArtificer<br />
|date_time=16:15, 5 September 2009 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=User_talk:Admin<br />
|section=Transcribed Wizards of the Coast Online Archives<br />
|notifier=TheWarforgedArtificer<br />
|date_time=16:01, 5 September 2009 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Deviant_(3.5e_Class)<br />
|section=Author Template<br />
|notifier=Sulacu<br />
|date_time=13:58, 28 August 2009 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Knightwarrior_(3.5e_Class)<br />
|section=<br />
|notifier=Lord Dhazriel<br />
|date_time=21:57, 27 August 2009 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=User_talk:Calidore_Chase<br />
|section=No longer an Admin?<br />
|notifier=Calidore Chase<br />
|date_time=12:51, 15 August 2009 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Template_talk:Spell<br />
|section=<br />
|notifier=TheWarforgedArtificer<br />
|date_time=00:12, 8 August 2009 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Template_talk:Spell<br />
|section=<br />
|notifier=TheWarforgedArtificer<br />
|date_time=23:58, 7 August 2009 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Half-Troll_(4e_Race)<br />
|section=Formatting<br />
|notifier=Sepsis<br />
|date_time=14:57, 3 August 2009 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Template_talk:4e_Power<br />
|section=Strangeness<br />
|notifier=Taritus<br />
|date_time=13:40, 22 July 2009 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Template_talk:4e_Power<br />
|section=Strangeness<br />
|notifier=Taritus<br />
|date_time=13:39, 22 July 2009 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Ironbound_(3.5e_Prestige_Class)<br />
|section=locked<br />
|notifier=GaaaaaH<br />
|date_time=04:59, 12 July 2009 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Dungeons_and_Dragons<br />
|section=DPL?<br />
|notifier=Daniel Draco<br />
|date_time=22:13, 24 June 2009 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Template_talk:4e_Artifact_Part_1<br />
|section=<br />
|notifier=Sabreheim<br />
|date_time=21:34, 11 June 2009 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Rod_of_Orcus_(4e_Artifact)<br />
|section=Template Issues<br />
|notifier=Sepsis<br />
|date_time=16:08, 11 June 2009 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=User_talk:Green_Dragon<br />
|section=Harassment<br />
|notifier=Sepsis<br />
|date_time=07:45, 31 May 2009 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Giant_(4e_Race)<br />
|section=Response<br />
|notifier=Sepsis<br />
|date_time=07:37, 31 May 2009 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Category_talk:Martial_Adept<br />
|section=<br />
|notifier=Daniel Draco<br />
|date_time=19:57, 28 May 2009 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Nature_Bound_(DnD_Class)<br />
|section=<br />
|notifier=Sabreheim<br />
|date_time=15:26, 28 May 2009 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Daunting_Assailant_(DnD_Class)<br />
|section=<br />
|notifier=Daniel Draco<br />
|date_time=15:46, 8 April 2009 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Regiment_(3.5e_Template)<br />
|section=Can&#39;t Access the Page Anymore<br />
|notifier=Aarnott<br />
|date_time=15:27, 6 April 2009 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Template_talk:Weapon_Desc<br />
|section=<br />
|notifier=Sabre070<br />
|date_time=21:52, 7 November 2008 (MST)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Main_Page<br />
|section=Moving to new MediaWiki version<br />
|notifier=Blue Dragon<br />
|date_time=13:36, 28 October 2008 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Bodily_Relics<br />
|section=Talk:Bodily Relics?<br />
|notifier=Rithaniel<br />
|date_time=10:28, 16 October 2008 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:DnD_Abyssal_Heritor_Feats<br />
|section=DPL<br />
|notifier=Aarnott<br />
|date_time=11:08, 28 July 2008 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Soul-Mate_(DnD_Feat)<br />
|section=<br />
|notifier=Xdeletedx<br />
|date_time=23:03, 19 July 2008 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Snake-Sword_(DnD_Equipment)<br />
|section=<br />
|notifier=Eiji<br />
|date_time=02:07, 30 June 2008 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Main_Page<br />
|section=WYSIWYG extension<br />
|notifier=Aarnott<br />
|date_time=10:35, 20 June 2008 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Snow_Silver_(3.5e_Equipment)<br />
|section=<br />
|notifier=Ice Paul the III<br />
|date_time=13:21, 6 June 2008 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Myrmidon_(DnD_Class)<br />
|section=<br />
|notifier=Kisame93<br />
|date_time=08:16, 26 May 2008 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=UA_talk:Variant_Rules<br />
|section=Two Complete Chapters<br />
|notifier=OptimizationFanatic<br />
|date_time=15:15, 11 May 2008 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Expanded_Religions_(DnD_Variant_Rule)<br />
|section=Featured Article Nomination<br />
|notifier=Hawk<br />
|date_time=07:23, 28 March 2008 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Regiment_(DnD_Template)<br />
|section=Call out for help!<br />
|notifier=Aarnott<br />
|date_time=16:58, 17 March 2008 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Template_talk:Main_Page_FA<br />
|section=<br />
|notifier=Sam Kay<br />
|date_time=13:21, 16 March 2008 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Publishers_of_d20_and_D&amp;D_Products<br />
|section=<br />
|notifier=Ramses IV<br />
|date_time=11:15, 16 March 2008 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Mesoamerican_Gods_and_Goddessess_(DnD_Pantheon)<br />
|section=<br />
|notifier=Ramses IV<br />
|date_time=09:59, 16 March 2008 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Marksman_(DnD_Class)<br />
|section=<br />
|notifier=Eiji<br />
|date_time=02:30, 15 March 2008 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Form_talk:DnD_Equipment/Preload<br />
|section=Problems<br />
|notifier=Hawk<br />
|date_time=22:03, 29 February 2008 (MST)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:DnD_Equipment<br />
|section=Cost and Weight<br />
|notifier=Hawk<br />
|date_time=20:06, 29 February 2008 (MST)<br />
}}<br />
{{MoI-Row<br />
|page=Form_talk:DnD_Equipment<br />
|section=Date<br />
|notifier=Hawk<br />
|date_time=19:42, 29 February 2008 (MST)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Catgirl/Nekomusume/Nekomimi_(DnD_Race)<br />
|section=Dogs<br />
|notifier=Xdeletedx<br />
|date_time=16:28, 26 February 2008 (MST)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Brawling_(DnD_Variant_Rule)<br />
|section=Sooo tired...<br />
|notifier=Eiji<br />
|date_time=00:04, 26 February 2008 (MST)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Marksman_(DnD_Class)<br />
|section=<br />
|notifier=Eiji<br />
|date_time=13:11, 24 February 2008 (MST)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:User_Base_Classes<br />
|section=<br />
|notifier=Sledged<br />
|date_time=14:27, 19 February 2008 (MST)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Vest_of_the_Bold_(DnD_Equipment)<br />
|section=<br />
|notifier=Cronocke<br />
|date_time=05:17, 18 February 2008 (MST)<br />
}}<br />
{{MoI-Row<br />
|page=Pedistal_of_Truth_(DnD_Equipment)<br />
|section=Format Format<br />
|notifier=Green Dragon<br />
|date_time=09:40, 16 February 2008 (MST)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Performer_(DnD_Prestige_Class)<br />
|section=<br />
|notifier=Cerin616<br />
|date_time=18:22, 11 February 2008 (MST)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Main_Page<br />
|section=<br />
|notifier=Sam Kay<br />
|date_time=07:20, 5 February 2008 (MST)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Paladin_Mount_from_first_level_(DnD_Variant_Rule)<br />
|section=<br />
|notifier=Sam Kay<br />
|date_time=09:35, 4 February 2008 (MST)<br />
}}<br />
{{MoI-Row<br />
|page=Myrmidon_(DnD_Class)<br />
|section=all of it<br />
|notifier=Tetsurga<br />
|date_time=17:54, 31 January 2008 (MST)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:DnD_Maps<br />
|section=Maybe this should be in environments after all?<br />
|notifier=EldritchNumen<br />
|date_time=12:32, 3 January 2008 (MST)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Chromatic_Dwarf_(DnD_Creature)<br />
|section=Race<br />
|notifier=Green Dragon<br />
|date_time=23:45, 1 June 2007 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Combat_School_(3.5e_Variant_Rule)<br />
|section=<br />
|notifier=Green Dragon<br />
|date_time=23:57, 21 May 2007 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=MediaWiki:Sharedupload<br />
|section=<br />
|notifier=Green Dragon<br />
|date_time=23:01, 14 May 2007 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=dndmedia:D&D_Wiki_Media_talk:Copyrights<br />
|section=Image documentation<br />
|notifier=Cuthalion<br />
|date_time=14:11, 11 May 2007 (MDT)<br />
}}<br />
}}<br />
<br />
{{Archives<br />
|label1= Archive 1 (Discussions 1 &ndash; 30)<br />
|label2= Archive 2 (Discussions 31 &ndash; 60)<br />
|label3= Archive 3 (Discussions 61 &ndash; 90)<br />
|label4= Archive 4 (Discussions 91 &ndash; 120)<br />
|label5= Archive 5 (Discussions 121 &ndash; 150)<br />
|label6= Archive 6 (Discussions 151 &ndash; 180)<br />
|label7= Archive 7 (Discussions 181 &ndash; 210)<br />
|label8= Archive 8 (Discussions 211 &ndash; 240)<br />
|label9= Archive 9 (Discussions 241 &ndash; 270)<br />
|label10= Archive 10 (Discussions 271 &ndash; 300)<br />
|label11= Archive 11 (Discussions 301 &ndash; 330)<br />
|label12= Archive 12 (Discussions 331 &ndash; 360)<br />
|label13= Archive 13 (Discussions 361 &ndash; 390)<br />
|label14= Archive 14 (Discussions 391 &ndash; 420)<br />
|label15= Archive 15 (Discussions 421 &ndash; 450)<br />
|label16= Archive 16 (Discussions 451 &ndash; 480)<br />
|label17= Archive 17 (Discussions 481 &ndash; 510)<br />
|label18= Archive 18 (Discussions 511 &ndash; 540)<br />
|label19= Archive 19 (Discussions 541 &ndash; 570)<br />
|label20= Archive 20 (Discussions 571 &ndash; 600)<br />
|label21= Archive 21 (Discussions 601 &ndash; 630)<br />
|label22= Archive 22 (Discussions 631 &ndash; 660)<br />
}}<br />
<br />
== Rating Please ==<br />
<br />
I have created a few classes, and I would very much appreciate if you could rate them for me. The classes are Mime (3.5e Class) and Soldier (3.5e Class), and Dragoon (by RDC) (3.5 PrC). <br />
<br><br><br />
Thank you for your time, [[User:Rogue The Demonchild|Rogue The Demonchild]] 21:27, 12 January 2011 (MST)<br />
<br />
== 4 Edition Summaries ==<br />
<br />
Long time no see. I was wondering if I am allowed to put small summaries of the 4 edition races in my Campaign's races page. It would be name, size, stat bonus and racial features.<br />
<br />
I am asking because the races I want to put in are rather small, and it seems strange to just have a couple of things on one page. The official 4 edition races would be for comparison. [[Celen Joad]] 11:05, 13 January 2011 (UTC)<br />
<br />
:Of course. The official races, however, you can't add. --[[User:Green Dragon|Green Dragon]] 17:21, 28 January 2011 (MST)<br />
<br />
== 4e Campaign Settings ==<br />
<br />
:''Discussion moved to [[Talk:4e Campaign Settings#Organizational Structure]].'' <small>--[[User:Green Dragon|Green Dragon]] 11:21, 14 January 2011 (MST)</small><br />
<br />
== 4e Giants, Devils, and Demons ==<br />
<br />
Does anyone think that giants could become a race? --[[User:Axl|Axl]] 17:23, 26 January 2011 (MST)<br />
<br />
:Does [[SRD:Giants, Hill (Race)|this]] & [[SRD:Giants, Stone (Race)|this]] help? --[[User:Milo v3|Milo High-Hill]] 18:57, 26 January 2011 (MST)<br />
<br />
::Er, I mean for D&D 4e. Not 3.5e. Sorry. Do you think that even Devils and Demons could become races in 4e? --[[User:Axl|Axl]] 16:47, 28 January 2011 (MST)<br />
<br />
:::I don't see why not. Some things may give you direction, ideas, and so forth. The [[Horned Devil (4e Race)|horned devil]] you created, the [[Cambion (4e Race)|cambion]], [[Infernal Blooded (4e Race)|infernal blooded]] relate to name a few. With regard to giants, [[Half-Giant (4e Race)|half-giant]], [[Hill Giant (4e Race)|hill giant]] may give you direction, ideas, and so forth to name a few. Does this help at all? --[[User:Green Dragon|Green Dragon]] 17:18, 28 January 2011 (MST)<br />
<br />
::::Do you think that the horned devil is too powerful? --[[User:Axl|Axl]] 21:02, 28 January 2011 (MST)<br />
<br />
:::::I took a look at it, and modified [[Template:Needsbalance]]'s reason. --[[User:Green Dragon|Green Dragon]] 21:39, 28 January 2011 (MST)<br />
<br />
::::::Okay, I looked at it. Maybe, instead, I could make a paragon path that allows wings (I looked in the Player's Handbook 2 and it allows the dragonborn to have an overland flight speed of 12)? --[[User:Axl|Axl]] 21:49, 28 January 2011 (MST)<br />
<br />
:::::::Is that a power though? If you make it something like a power, I imagine that would balance it. A paragon path with the same goal could give you flying results too. --[[User:Green Dragon|Green Dragon]] 22:02, 28 January 2011 (MST)<br />
<br />
::::::::Well, at level 12, it allows you to make a brief flight. But at level 16, you gain the overland flight. But this is only if you choose that paragon path. --[[User:Axl|Axl]] 21:46, 29 January 2011 (MST)<br />
<br />
:::::::::If you supply me a link I could take a look at it. --[[User:Green Dragon|Green Dragon]] 23:12, 6 April 2011 (MDT)<br />
<br />
== Magician ==<br />
<br />
I like the idea for the Magician class-is there a way to contact the author? {{Unsigned|Wonderer|17:12, 29 January 2011 (UTC)}}<br />
<br />
:You'll have to give me more information. Which [[Magician|magician]] related content? --[[User:Green Dragon|Green Dragon]] 22:52, 6 April 2011 (MDT)<br />
<br />
== Warning Policy Input ==<br />
<br />
Hey Green Dragon. I was looking at [[Talk:Hill Giant (4e Race)|Talk:Hill Giant]]. Thank you for trying to keep profanity down, even name calling. --[[User:Axl|Axl]] 21:44, 29 January 2011 (MST)<br />
<br />
:No problem. Do you think the revision history link is superfluous (and counter-productive)? Should the text be condensed? Thoughts? --[[User:Green Dragon|Green Dragon]] 22:44, 6 April 2011 (MDT)<br />
<br />
::The history link... What do you mean by if it's superfluous? I don't think the text should be condensed. Well, lets see... Do you think that giants are really that bad? Can Giants wield Medium weapons? Also, Giants aren't readly accepted into society (they kinda have a bad reputation). Also, weapons cost more (if you get them from a non-giant source, and that's if they even '''want''' to make one for a giant that they know nothing about). --[[User:Axl|Axl]] 14:40, 9 April 2011 (MDT)<br />
<br />
== Giants ==<br />
<br />
Hey Green Dragon. I talked with my brother, and he said that bursts weren't that bad. Do you think that giants should be practically normal, but the user chooses whether to pick a power or a feature (you can only have one or the other; not both)? --[[User:Axl|Axl]] 15:07, 1 February 2011 (MST)<br />
<br />
:I've never seen that used before, and it could make for confusion. I'd recommend just toning down the burst and the class feature, but bursts are interesting, I agree. --[[User:Green Dragon|Green Dragon]] 23:15, 6 April 2011 (MDT)<br />
<br />
== 4e Sourcebook Pumped Up ==<br />
<br />
:''Discussion moved to [[Talk:Pumped Up (4e Sourcebook)#Balance]].'' <small>--[[User:Green Dragon|Green Dragon]] 23:20, 6 April 2011 (MDT)</small><br />
<br />
== Meaning of Meaningful Gestures? ==<br />
<br />
Was reading [[Catgirl,_Domestic_(3.5e_Race)|Catgirls]], and was a tad jarred by the "Meaningful gesture" section under [[Catgirl,_Domestic_(3.5e_Race)#Names|Names]]. Without any explanations given for these gestures, is this meant to be presented as a "Interpret as you will" type listing, or was this something that was going to be expanded upon further? Using known data about real-life felines and fictional Japanese catgirls as a starting point, I have compiled a very extensive list of different Body Language messages which we use for a local Catgirl character, which you are more than welcome to use if you wish. I'll be watching this page for a response. {{Unsigned|96.229.186.168|07:39, 8 February 2011 (UTC)}}<br />
<br />
:That is fine to add that to [[:Category:Catgirl|those pages]]. --[[User:Green Dragon|Green Dragon]] 17:02, 9 February 2011 (MST)<br />
<br />
::Looks good! I added them to other related catgirl pages and moved it into the Relations section. --[[User:Green Dragon|Green Dragon]] 23:06, 6 April 2011 (MDT)<br />
<br />
== Just another new guy asking around... ==<br />
<br />
SO I've been told about the treasure trove of optional ideas that have been continuing the sprit of 3.5 by my newest D&D group and after a (strangely lucid) dream I came up with the following:<br />
<br />
Spell Slayer<br />
<br />
This +3 crystalline Mage Bane Longsword when wielded by a spell caster on impact allows the caster to make a DC 30 Spellcraft check.<br />
On a successful check the sword ether casts vampiric touch (as caster level 6, max 3 times per combat) OR, if the target is a spellcaster it <br />
steals one (1) random spell. Spells stolen this way are stored until the end of combat and are dispelled afterwards. A caster with the Arcane<br />
Strike feat may sacrifice spells stolen in this manner for the bonuses provided by the feat. (For cost see Holy Avenger)<br />
<br />
<br />
Crystalline Weapon property<br />
<br />
This material is primarily used to make weapons for and against spellcasters. It provides an additional (stacks with magical bonuses) equipment <br />
bonus +1 to hit and damage versus targets with magical abilities or properties (supernatural abilities or uncast spells are examples of this). <br />
In addition it provides a +1 to caster level for all spellcasters wielding or possessing such a weapon, hafted weapons do not confer the caster level bonus. All weapons crafted from Crystalline are considered master work. (For cost see Adamantine)<br />
<br />
Now I don't want to post anything retardedly over powered up on the site (like some of the things I have seen/heard) and would like some advice before I throw it up on the site since I haven't seen a forum section (yet).<br />
<br />
<br />
:The best way to get things looked at is to just take the plunge and create the page. If it is retardedly over-powered, people will tell you. Most people here will offer constructive criticism and will genuinely want to help you improve/complete/flesh out your 'fill in the blank'. Spelling and grammar checks are also staples of the site. PS. always remember to sign your comments by typing in two - followed by four ~. --[[User:Calidore Chase|Calidore Chase]] 03:29, 21 February 2011 (MST)<br />
<br />
== Hello ==<br />
<br />
Hey. Umm I'm just joined your site; I'm wondering if there is anything i should know (like guidelines for what and what not to post). I'm kind of wondering how to make classes. P.S.: I'm guessing those little #s in red and green are reputation points. --[[User:Knave67|Knave 67]] 00:19, 22 February 2011 (UTC)<br />
<br />
:Classes for which edition? Any of the "create" boxes will use the correct preload if you use them, giving direction for the class. The preloads (some are listed [[Help:Standards and Formatting (DnD Guideline)#Preloads|here]]) should tell you what the class is. As everything is different in nature, telling you how something should be created is not possible. Of course guidelines exist, and [[DnD Guidelines]] may help you. Most things are balanced off similar things and, as mentioned above, if something is retardedly overpowered people will tell you. Does this help? Also what do you mean by the post scriptum you mentioned above? --[[User:Green Dragon|Green Dragon]] 18:18, 21 February 2011 (MST)<br />
<br />
::He's probably talking about the recent changes log. If that's the case, the red and green numbers represent how many characters were subtracted or added during a page edit. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 19:15, 21 February 2011 (MST)<br />
<br />
Oh okay I thought it was like a karma system or something along those lines. Also thank you Mr.Chartreuse Wyvern I wanted to make a class but it looks more complicated than a pictureless jigsaw puzzle so right now i'm just browsing the cite looking for boffo nuggets.<br />
<br />
== new type of creature ==<br />
<br />
Hello I'm working on a hybrid type. half giant red dragon. created by a crazy wizard, for would domination basically. however the creatures have morals and are therefore useless to him, so he abandons them. the creatures themselves would be fairly tall I'm think 7 - 8 an a half feet, strength and con bonuses with hits to car a level adjustment. any advice or an opinion on it would be greatly appreciated. {{Unsigned|Wytewulf|22:18, 24 February 2011 (UTC)}}<br />
<br />
:As a [[3.5e Creature Templates|template]] (like the [[SRD:Half-Dragon]]), [[User Creature Glossary|new type]], or [[3.5e Races|race]]? Or what were you intending? --[[User:Green Dragon|Green Dragon]] 22:12, 1 March 2011 (MST)<br />
<br />
== Can you create your own monster and how? ==<br />
<br />
How do you make your own monster? Beacause I've always wanted to make my own "dragon-dillo" (armadillo & dragon combine). --[[User:Ja-Snake|Ja-Snake]] 19:56, 6 March 2011 (MST)<br />
<br />
:See also [[Add a New DnD Creature]]. Things like [[CR Estimation Table (DnD Guideline)]] may help. Does this answer your question? --[[User:Green Dragon|Green Dragon]] 20:18, 6 March 2011 (MST)<br />
<br />
== Classes ==<br />
<br />
Green Dragon, I am new to the d and d wiki community and i cant figure out how to create my own class. I know how to edit and change other classes if they ask for revising, but i want to be able to create my own. I would appreciate it a lot if you could either tell me how or if you could send me a link or something showing how.<br />
<br />
Thank you for your time and consideration<br />
Playerdb<br />
<br />
:Does [[Add New 3.5e Class]] cover your question? --[[User:Green Dragon|Green Dragon]] 22:42, 13 March 2011 (MDT)<br />
<br />
== Deleting images ==<br />
<br />
Can you delete a couple images for me? [http://www.dandwiki.com/wiki/File:Pyromancer.jpg this image] is copyrighted and [http://www.dandwiki.com/wiki/File:Imageremoved.jpg this image] was created instead to tell us that the first image was copyrighted. I don't seem to be able to delete them. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 06:53, 18 March 2011 (MDT)<br />
<br />
:I can (and will later), however if you want to you can too. You can't do it on the page you supplied, you have to do it on media. So go to the file description page, [[dndmedia:File:Pyromancer.jpg]], (make sure your logged in) and delete it. --[[User:Green Dragon|Green Dragon]] 10:33, 18 March 2011 (MDT)<br />
<br />
::Actually the only listed admins for media are you and Blue Dragon. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 12:08, 18 March 2011 (MDT)<br />
<br />
:::Oh ya, huh. I'll try to get that dealt with sometime. And I deleted them by the way. --[[User:Green Dragon|Green Dragon]] 21:23, 18 March 2011 (MDT)<br />
<br />
== update ==<br />
<br />
Hey Green Dragon, you know the "create new equipment" in the D&D 4e equipment section? I think we should change it so that way it follows the 4e format. --[[User:Axl|Axl]] 21:05, 18 March 2011 (MDT)<br />
<br />
:I agree. Do you have a specific idea for implementation? If so I would be more then willing to help you with it. --[[User:Green Dragon|Green Dragon]] 21:24, 18 March 2011 (MDT)<br />
<br />
::[[User: Badger|Badger]] actually has a preload set up (it's how I've been posting 4e stuff on my sourcebook). The link is [[User:Badger/sandbox6|here]] --[[User:Axl|Axl]] 11:57, 26 March 2011 (MDT)<br />
<br />
== Featured Article Nomination? ==<br />
<br />
What do I have to do in order to get an article nominated? --[[User:Axl|Axl]] 12:33, 26 March 2011 (MDT)<br />
<br />
:Um, never mind. --[[User:Axl|Axl]] 12:34, 26 March 2011 (MDT)<br />
<br />
:See also [[Featured Articles#Featured Article Nominees]]. --[[User:Green Dragon|Green Dragon]] 15:39, 26 March 2011 (MDT)<br />
<br />
== Not updating ==<br />
<br />
Hey Green Dragon,<br />
:I tried to update the {{File:Marino.jpg}} picture, but it's not updating. It instead stays in it's previous form. --[[User:Axl|Axl]] 15:40, 28 March 2011 (MDT)<br />
<br />
:okay. It seems that if I make the picture too big, it doesn't revert. --[[User:Axl|Axl]] 15:59, 28 March 2011 (MDT)<br />
<br />
:Still. Could this be fixed? --[[User:Axl|Axl]] 16:09, 28 March 2011 (MDT)<br />
<br />
== Deities secion ==<br />
<br />
I was browsing through the 3.5e Deities section and I encountered multiple entries that were meant only as jokes. Thas is not suitable. This is the first time I use this Wiki, and all those prank articles didn't leave a very good impression. I wish to request an immediate clean-up in the Deities section and remove all fake deities. I understand it may be fun to add Ceiling Cat as a Deity but this kind of humor is not appropriate here.<br />
<br />
:Did they have the April Fool Category? If so I think their ment to be their.--[[User:Milo v3|Milo High-Hill]] 06:10, 11 April 2011 (MDT)<br />
<br />
:The 'Not Appropriate' part made me snicker a bit, honestly, as I had to consider whether D&D was serious business, for a moment. That said, it's just as easy to pass by the joke deities and move onto a real one. Until the number becomes far greater than the number of real deities, I say it is alright to leave it as it is. [[User:Jwguy|Jwguy]] 05:15, 10 July 2011 (MDT)<br />
<br />
== Reploids ==<br />
<br />
Hey Green Dragon,<br />
:Do you think that maybe I could add a feat to the [[Reploid (4e Race)|Reploid]] race that gives them automatic plate (I call it total armor) proficiency (even if they don't have proficiency with preceeding armors)? You might also want a look at the link I have up there to see if a fit would even be possible without taking anything out. --[[User:Axl|Axl]] 22:44, 13 April 2011 (MDT)<br />
<br />
::Or do you think that there should just be metalized versions of the armors already set up in regular 4e? Thin metal for cloth armor, thicker armor for leather, etc. --[[User:Axl|Axl]] 23:08, 13 April 2011 (MDT)<br />
<br />
== [[SRD:Bless Water]] ==<br />
<br />
I think holy water in the spell text should be wikilinked. - [[User:BalthCat|BalthCat]] 04:29, 17 April 2011 (MDT)<br />
<br />
== Adding Content ==<br />
<br />
Hi I wanted to know if I could add on the magic items sections some of the info from more of the core books? and if I could how? {{Unsigned|Jaybird|20:50, 18 April 2011 (UTC)}}<br />
<br />
:It depends on the license. Do you know the license? --[[User:Green Dragon|Green Dragon]] 20:03, 18 April 2011 (MDT)<br />
<br />
== help looking ==<br />
<br />
i need help looking for the d20 modern specs for a "big rig 10 to 14 wheeler" if you could send me specs or a site that gives this i would be very greatful.<br />
<br />
:Is [[MSRD:Vehicles#Peterbilt 379]] what you are looking for (see the table above for statistics)? --[[User:Green Dragon|Green Dragon]] 00:32, 25 April 2011 (MDT)<br />
<br />
== Was just wondering... ==<br />
<br />
Just curious as to whether or not I could get my hands on a downloadable export of the mysql db for this site. I was hoping to use it for my own private notes. I play at a few people's places that don't have wifi (one of the doesnt even have internet) It would be helpful to have an SRD and such that I could put my own notes into. Either way, I completely dig the site. Keep up the good work man! -- [[User:Theoneandtruebane|Theoneandtruebane]] 17:10, 29 April 2011 (MDT)<br />
<br />
:Well, as per the GNU FDL, you can use [[Special:Export]] which should help you. You can, of course, convert the XML to different formats such as pdf. --[[User:Green Dragon|Green Dragon]] 21:55, 29 April 2011 (MDT)<br />
<br />
::Many thanx good sir! -- [[User:Theoneandtruebane|Theoneandtruebane]] 10:35, 30 April 2011 (MDT)<br />
<br />
== Question??? ==<br />
<br />
Hey Green Dragon.. This is Dj00345... i have a question for the 2.5e Homebrew that you are letting me create for the wiki.... How can i create a Template for some of the pages????? i notice when i create a new creature that there is already typing on the white screen when you create a creature... i know that is a template... but how do i create my own template myself???? i need to make some of the templates for the other links, like: Deities, Equipment, Spells, Races, Class, and the others, so that when people create a page, then the right information will already be on the screen and all they have to do is create the page.... do you understand what i am saying???? please reply back on my user talk page... thx!!! [[User:Dj00345|Dj00345]] 13:53, 2 May 2011 (MDT)<br />
<br />
:Just create the page. When creating it the formatting guidelines to use can be found [[Add Instructions|here]]. After it is created you use a inputbox and put it on preload=. Does this answer your question? --[[User:Green Dragon|Green Dragon]] 18:59, 5 May 2011 (MDT)<br />
<br />
::yes. [[User:Dj00345|Dj00345]] 20:08, 5 May 2011 (MDT)<br />
<br />
== 3.5e Campaign Setting Teoryran ==<br />
<br />
How can improve my Teoryran Setting. How can I create classes for Teoryran with the same name but different from existing classes of the same name? I am making a new system. Where all base classes are racial and status based on:<br />
<br />
* Each race have four subraces for peasants, nobles, priests and a variable fourth.<br />
* Each subrace have a class<br />
* Each social caste have classes based on them.<br />
<br />
Noble orcs can be samurai and noble humans can be knights. Human and orc serfs can be scoundrels, thiefs or conscriped soldiers. There will be different classes for priests and monks than for nobility. "Big changes" include:<br />
<br />
* only racial classes gives hp<br />
* carrier classes doesn't give HP<br />
* gold is removed<br />
<br />
--[[User:Klas|Klas Wullt]], 01:42 13 May 2011 (MST)<br />
<br />
:For the pages with the same name you include ", Teoryran". For example "Orc, Teoryran (3.5e Race)". For the subraces you include their subrace after the comma (much like the SRD elves). For example "Orc, Teoryran Peasant (3.5e Race)". The classes can then, of course, be their favored class. If it is the fighter, for example, it would be "Fighter, Teoryran (3.5e Class)" and/or "Fighter, Teoryran Peasant (3.5e Class)". For the game mechanic changes you may have to make a [[3.5e Rules|rule]] or include it some way. When you have them made I can take a look at them and see if it makes sense. --[[User:Green Dragon|Green Dragon]] 20:08, 22 May 2011 (MDT)<br />
<br />
== 3.5e Campaign Setting Teoryran ==<br />
<br />
Hello. I need some help for my setting. Teoryran World. How do I sort the pages correctly? {{User:Klas Wullt|Klas|01:16, 23 May 2011 (UTC)}}<br />
<br />
:What do you mean by sorting the pages? By category? By name? --[[User:Green Dragon|Green Dragon]] 20:09, 22 May 2011 (MDT)<br />
<br />
Thanks for the Offer.<br />
Here, I just made on class.<br />
Please take a took at it.<br />
[[Knight, Teoryran(3.5e Class)]].<br />
<br />
:Sorry for taking your time, I want two things!<br />
:I am writing lots of notes on my computer how to make the setting better<br />
:so I need to ask somethings.<br />
<br />
:*About Categories<br />
:First, Sorry if I ask this, but I sort the pages by category?<br />
<br />
:*About the Setting Points.<br />
:Second, what does it take to make my Setting improve from 3/5 where it is now to the 4/5 rating that I want?<br />
:Detailed starting adventures?, detailed city maps?<br />
<br />
::Yes, you should add [[:Category:Teoryran Setting]] to the things which relate to Teoryran. To improve it, a discussion for its talk page, you should probably format Teoryran so one can find their way back, one can find all the pages about Teoryran, etc. Also deities, pantheons, character options, quests, encounters, and maybe more, and missing. --[[User:Green Dragon|Green Dragon]] 12:47, 13 June 2011 (MDT)<br />
<br />
===Requests 4/5 points===<br />
I have added pantheons, gods and someother things.<br />
I dont have much game mechanical information yet.<br />
Please take a look after the updates. Thanks for your time.<br />
<br />
====Questions====<br />
Will finnishing all the classess for all the races?, raise the setting rating?<br />
<br />
== 3.5e Equipment List - new category (Page editing locked) ==<br />
<br />
Hi Green,<br />
<br />
I'm a new user to Wiki & would appreciate some helpful advice :-)<br />
<br />
Going to start a new D&D campaign this year with a Pirate theme. When people think of Pirates, thier main thoughts are Pirate Ships, Cannons, Flintlock Pistols & Cutlasses.<br />
<br />
Flintlock's can easily be replaced with Hand Crossbow's, Cannons needed some more thought.<br />
<br />
I do not want to introduce gunpowder into the campaign so as an alternative i've decided to go with Gnomish Engineering and introduce some clockwork & steampowered machinery (Steampunk) resulting in Steam Cannon's aboard ships<br />
<br />
Decided the 3.5e equipment list therefore needs a new category of Gnome Engineering, a place for all things clockwork, steampowered or basic engineering (i.e. Piston Water Pumps)<br />
<br />
I don't think this technolgy would change game balance as there are many ancient technologies that have been rediscovered such as the Baghdad Battery & Eygptian Piston Ballista<br />
<br />
Created the Gnome Engineering category but can not link this category to the 3.5e Equipment list, as this page is locked for editing (for very good reasons, looks complicated)<br />
<br />
Are you able to help?<br />
<br />
Thanks<br />
<br />
--[[User:Mufasa|Mufasa]] 10:19, 23 May 2011 (MDT)<br />
<br />
<br />
== Blades Of Keran ==<br />
I was wondering if someone could rate my campaign setting, [[Blades Of Keran (3.5e Campaign Setting)|Blades Of Keran]]. Also I agree with the above request about Gnomish Engineering as my campaign uses Gnomish Devices as well. --[[User:Milo v3|Milo High-Hill]] 17:08, 24 May 2011 (MDT)<br />
<br />
== Economist talk page ==<br />
<br />
So, I was browsing through the recent talk page (as I often do), and I was confused by your recent actions on the talk page of the Economist. Care to elaborate? It seemed like someone asked a question on the discussion, and Jota responded with an answer to the question. You deleted the reply, and gave no reason as to why. Someone (a random IP) then went and undid you revert, presumably because you removed helpful and useful content without a reason. You blocked him for 3 months for edit warring, despite him only having a single contribution to the wiki. What happened to warnings? What happened to the increasing block length? Effectively, you banned someone from the wiki for 3 months because they undid one of your edits, which you made without any reason at all. What's going on? --[[User:Badger|Badger]] 21:05, 24 May 2011 (MDT)<br />
<br />
:This whole "other wiki" kerfuffle is getting out of hand. There's no reason this has to be a zero-sum game. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 21:30, 24 May 2011 (MDT)<br />
<br />
::The [[Warning Policy]] is only for when one does not edit with civility and etiquette. This is unrelated. Edit warring is a block reason on WIkipedia's policies and therefore effective on D&D Wiki. I don't mean it to be a zero-sum game, but when someone answers with (shortened) "this answer is irrelevant, look elsewhere" it's a obscuration of spamming to external sites. Another common block reason. --[[User:Green Dragon|Green Dragon]] 21:47, 24 May 2011 (MDT)<br />
<br />
:::The zero-sum part is black-holing any mention, however remote of another site*. It's either us or them. If they win, we lose (zero-sum). But there's no reason it has to be that way. Neither wiki is exactly crawling with people, and if we worked together instead of against each other (and looking rather silly while doing it, I might add), we would both be better off. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 22:12, 24 May 2011 (MDT) *Note, however, that it's only one site that gets people insta-blocked for a quarter. Other sites get mentioned without such severe penalties. In one case, I can think of a site that's mentioned multiple times that nobody seems to have any problem with...<br />
<br />
::::Interesting, but D&D Wiki is not going to have a committee of people who are a self-appointed oligarchy who serve the same function as the [[Meta Pages#Improving, Reviewing, and Removing Articles|improving, reviewing, and removing articles templates]] present. Additionally things on D&D Wiki cannot be stagnant, and things should improve when they can (e.g. user categories being replaced by [[Special:NewPages]], [[Template:Author]] being superseded by history, etc). For example. --[[User:Green Dragon|Green Dragon]] 22:26, 24 May 2011 (MDT)<br />
<br />
:::::GD, no one is telling you to change policy about reviewing content, or anything else of that ilk. Jazzman merely said, and I agree, that we should be allowed to say things exist. We have countless links to other forums and sites that host homebrew content, it seems foolish to block people for mentioning one in particular, no matter the history. We can all act like adults and just let it be. --[[User:Badger|Badger]] 22:40, 24 May 2011 (MDT)<br />
<br />
::::::Links are supposed to do though [[DnD Links]]. All other links are incorrect. However, as I see it, on userpages is okay as long as when one notices it they move it to DnD Links, because to me that seems more like the user is unaware or unknowing. However spamming of external links, yes, does get one banned. Does this kind of answer your question? --[[User:Green Dragon|Green Dragon]] 23:59, 24 May 2011 (MDT)<br />
<br />
:::::::So, by your own admission, Jota and everyone else can post links to their other wikis on their user page, but not in the main namespace? Seems fair to me. I'll go ahead and add links to [[DnD Links]]. I'll assume users can still write something like "If you have any other questions, leave a message on my talk page", where they can post links to other sites (as you said yourself, user pages are fine for external links). Alright, sounds good. I'm glad we've finally come to some sort of agreement on this. --[[User:Badger|Badger]] 01:05, 25 May 2011 (MDT)<br />
<br />
::::::::No, that's taking it out of context. "on userpages is okay as long as when one notices it they move it to DnD Links" should be read as a full statement. Otherwise it's still a violation of policy. --[[User:Green Dragon|Green Dragon]] 11:24, 25 May 2011 (MDT)<br />
<br />
:::::::::You're telling me that there shouldn't be any external links on User Pages then? I was under the impression that if they were also listed on DnD Links, that would be fine. Sometimes you'd want to give a more specific link, like say one to a particular article. The way you've phrased it, it seems like there should be no external links anywhere but on that DnD Links page. That doesn't make any sense at all. --[[User:Badger|Badger]] 13:50, 25 May 2011 (MDT)<br />
<br />
::::::::::Well, maybe something like the w: could be made (as a template) for each link. Really, however, one should just direct one to [[DnD Links]] (that's why they are <tt><nowiki>{{#anc:}}</nowiki></tt>'ed). --[[User:Green Dragon|Green Dragon]] 13:41, 25 May 2011 (MDT)<br />
<br />
:::::::::::I understand what you're saying. I'm saying why make someone go to DnD Links, and then search the other site, when you could just as easily link to the exact page in the first place? DnD Links is certainly a good page, and designed for ease of reference, but I think it works best as a general tool, and for specific purposes one might as well link directly from one page to another, without using DnD Links. --[[User:Badger|Badger]] 13:50, 25 May 2011 (MDT)<br />
<br />
<-- Again, why? Can someone give me a reason why we are never allowed to link to other sites? I'm just not seeing the reasoning here other than to annex The Site Which Shall Not Be Named, and even that I can't see any good reasoning for. [[User:Hooper|Hooper]] is allowed to link to [[O.G.R.E.]] (which has it's own wiki page, btw; we aren't even allowed to ''mention'' the Other Wiki) with no repercussions, but an anon who undid an outright deletion of a post that vaguely mentions That Other Wiki was banned, without warning, for 3 months. Did they murder your favorite pet or something? Will the site really blow up if I decide to link to some innocent site that doesn't happen to me mentioned on DnD Links (which, judging by the traffic on that page, nobody looks at anyway)?<br />
<br />
Sadly, I've seen this exact same scenario on wikis before: site 1 does something that subset of the site doesn't like. Said subset creates their own wiki. Wiki 1 bans mentions of Wiki 2. Wiki 2 uses this as reasoning to orchestrate more and bigger attacks against Wiki 1. As the bickering continues both sites end up looking silly and losing who would otherwise be valuable members. The more we block them the more they will do things like [[Special:Contributions/Bird|Bird]] did, which are ultimately more harmful to the site than anything the users would do if we just played nice with them. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 15:40, 25 May 2011 (MDT)<br />
<br />
:So, should we do something like w: then? Currently, [[User:Hooper|Hooper]] should not be linking to any site not by way of [[DnD Links]]. I'm just following policy, be it fledgling or not. --[[User:Green Dragon|Green Dragon]] 16:00, 25 May 2011 (MDT)<br />
<br />
::I don't know what w: means. What I want to do is allow people to link to other sites without having to go through DND links first. If that's what w: is then yes, we should do that.<br />
<br />
::If Hooper's not allowed to link to these sites, then do you want to clean out his userpage and delete [[O.G.R.E.]]? Because I can't see the reason for it. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 17:03, 25 May 2011 (MDT)<br />
<br />
:Ironically, the best description I know of for the events that transpired is on the other wiki. A bunch of people decided to make a "rating committee". GD didn't like it. There was a bunch of silly squabbling, and the other wiki left, taking a ton of content and users with them. GD and everyone else were upset about who took what content, and the legality of that. Honestly, in my mind, this is the sort of thing that, after a week, could have blown over. Clearly we just need to share a beer, play some D&D, and realize how silly this fight is. Also, start allowing each other to link to each other's wikis. I can't speak with any certainty, but I am pretty sure they allow links to this wiki. --[[User:Badger|Badger]] 15:58, 25 May 2011 (MDT)<br />
<br />
::Go for it. I don't really want to do any cleaning out of userpages right now&ndash; I'm working on [[4e Deities]] as it is. I agree this is silly, however if links really are needed then someone (again, I don't care to do this) should make something like how [[Template:Background Information (Halo Supplement)]] treats links for each link. --[[User:Green Dragon|Green Dragon]] 17:11, 25 May 2011 (MDT)<br />
<br />
:::I'm not going to delete [[O.G.R.E.]] because it doesn't bother me and I don't understand why it's not allowed. I don't want to go angering Hooper, who's contributions are numerous and high-quality, if I don't have to. If you have time to block people for mentioning one site, I'm not sure why you are too busy to block people for mentioning another site. So how about instead we just allow everyone to link to sites?<br />
<br />
:::And if all we have to do in order to link to D&D wiki (err, the *other* one, anyway) is to create a template, then that's a piece of cake. Heck, I can make one that works even ''better'' than the one you linked to. Now everyone's happy! [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 17:45, 25 May 2011 (MDT) (BTW Green Dragon, I think you are having problems with your browser. For some reason when you edit it deletes parts of the page on accident).<br />
<br />
::::I'm not entirely sure why we need a template, especially one that would go at the bottom of the page like you linked. Maybe one at the top of the talk page? But, what would the template say, "This page contains external links. DanDWiki does not have any affiliation with any externally linked sites. Links do no necessarily reflect the views of DanDWiki and its owners"? --[[User:Badger|Badger]] 20:06, 25 May 2011 (MDT)<br />
<br />
:::::That's a good idea. And it could incorporate the switch extension. I just meant "like how [[Template:Background Information (Halo Supplement)]] treats links". --[[User:Green Dragon|Green Dragon]] 20:29, 25 May 2011 (MDT)<br />
<br />
::::::How about this:<br />
<br />
{| align=center border=1 cellpadding=2 cellspacing=2 style="text-align: center; background:#F4F0EC; color:black"<br />
! style= "background:#71A6D2" | <big><big>Attention!</big></big><br />
|-<br />
| '''This page contains external links.'''<br/><small>D&D Wiki does not have any affiliation with any externally linked sites. <br> Links do no necessarily reflect the views of D&D Wiki</small><br />
|}<br />
<br />
::::::It makes no sense to have a template for individual sites, or even as a way to include the link in the template. If it pleases the wiki, we can just make a <nowiki>{{template:external_link}}</nowiki> and go from there. Throw this up on a page, and we can have external links anywhere we want. Problem solved. --[[User:Badger|Badger]] 20:56, 25 May 2011 (MDT)<br />
<br />
:::::::I don't like how obtrusive that is. I would prefer something much less obtrusive, comparable to an expansion of the MW external link symbol. For example: <nowiki>[www.address.{{{1}}}] ([[DnD Links#site|link information]]</nowiki> [[File:Externallink.png|12px]] this external link does not have any affiliation with D&D Wiki) And, I would prefer having a hard list of sites because as the internet is full of sites with varying degrees of quality it is good to have some quality control over how it effects D&D Wiki. --[[User:Green Dragon|Green Dragon]] 11:35, 26 May 2011 (MDT)<br />
<br />
::::::::Ok, well, considering that external links already have an associated image (or at least a symbol), why don't you just include a line of text below the edit window (by which I mean below the line "You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!") that says something to the effect of "Links to external sites must be deemed appropriate; inappropriate links subject to removal. See [[DnD Links]] for list of appropriate links." and we'll just say any page or subpage of a link on the DnD Links page can be freely linked to. I think the problem with including a template in this process is that we already have a ton of templates that we don't use because they are confusing or hard to find. Considering there is already a button for external links, we might as well use that. --[[User:Badger|Badger]] 12:18, 26 May 2011 (MDT)<br />
<br />
:::::::::What are your thoughts on just making a [[Meta Pages#Policies|policy]] which covers it and then adding text on [[DnD Links]] explaining it's function. --[[User:Green Dragon|Green Dragon]] 17:27, 26 May 2011 (MDT)<br />
<br />
::::::::::That sounds like the best possible plan. We allow external links, add a line in the policy about external links, and a brief summary about what should and should not be linked on the DnD links page. I'm glad we've finally come to some sort of agreement, and don't require the use of templates or other things that may be confusing to new users. --[[User:Badger|Badger]] 19:35, 26 May 2011 (MDT)<br />
<br />
:::::::::::I just wanted to comment on something said much earlier. It was ''"Note, however, that it's only one site that gets people insta-blocked for a quarter. Other sites get mentioned without such severe penalties. In one case, I can think of a site that's mentioned multiple times that nobody seems to have any problem with..."''. Not true. I literally was blocked on [http://dungeons.wikia.com/index.php?title=Special%3ALog&type=block&user=&page=&year=&month=-1 September 20th, 2009] after making four edits to that wiki - one redirecting a talk page to me, and three asking for a diff in a respectful manner. The block summary even stated some harsh thing. Don't pretend that one wiki is a white knight in this issue. I still don't understand why people won't just stay at their chosen wiki home, and ignore the other. ''(also, I only added the actual link because I'm understanding its now okay on talk pages? If thats not so delete it. I'm honestly having a hard time following.)''<br />
:::::::::::Now, as far as O.G.R.E.s is concerned. It is my understanding, and perhaps I am wrong in this understanding, that long ago it was decided not to link to "competing sites". OGREs may be another wiki ''(for now, but when our webmaster isn't paid, things take time)'' but it isn't a competing site. We're not looking for the same kind of content. Now maybe I'm wrong, and if so, delete it. But in my opinion, the D&D Other section is perfect for articles discussing the different gaming organizations and may be very pertinent to the common D&D Wiki browser's interest. &nbsp;<small><span style="border: 1px solid black; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:black; color:white">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 21:35, 29 May 2011 (MDT)<br />
<br />
::::::::::::Even if they did block you, that's not really a good reason to insta-block ''them''. Simply linking to that site isn't, in and of itself, a legitimate reason in my mind to block someone for ''3 months'', especially considering the specific case we were talking about. (Let's face it, were it anyone but GD, we might have thought the original reversion was vandalism; it is only because we saw his name beside it that we know it wasn't).<br />
<br />
::::::::::::As for O.G.R.E, I don't actually think it should be deleted, just as I don't think links to the other wiki should be deleted. But as far as I can tell, there's no differentiation between what links we are allowed to link to. Under the current rules as written, if we insta-ban people for mentioning one, it's completely hypocritical to pretend links to the other don't even exist. I'm not actually arguing that we enforce the rules against all sites, I think we need to change the rule entirely. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 22:05, 29 May 2011 (MDT)<br />
<br />
:::::::::::::What's an instablock? The block was for edit warring, see also [http://www.dandwiki.com/w/index.php?title=Special:Log&type=block&page=User%3A63.23.72.173]. It's unrelated. I have no idea about O.G.R.E.. Is it on [[DnD Links]]? Has it been looked over? If it's anything like your video channel (which I have seen) then i'd be fine. Of course this discussion is for elsewhere. --[[User:Green Dragon|Green Dragon]] 22:11, 29 May 2011 (MDT)<br />
<br />
::::::::::::::[http://www.dandwiki.com/wiki/Special:Contributions/216.66.140.248 This] is an insta-block. A user's very first ever edit was a reversion of unexplained deletion of Jota's response. The guy can't be accused of edit warring when there were (liberally) only 2 reverts, only one of which was this guy a participant. If we go by [http://en.wikipedia.org/wiki/Wikipedia:3RR#The_three-revert_rule WP:3RR], it's not a revert war until one editor does ''three'' reverts in a 24-hour period. That editor hadn't even had three ''edits''. (The IP you linked to, by the way, only had 2 reverts, and was never even given a warning before he was blocked for 3 months.) Not only that, but had an IP or a new user deleted Jota's comment without explanation, the reversion of said deletion would probably be given exception from the 3RR, because to all appearances, deleting someone else's talk page comments is usually itself vandalism. Adding them back almost never is. At worst, the two IPs should have been given an explanation of how what they were doing was not allowed, a warning to discontinue their actions, and ''maybe'' blocked for a day to cool down. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 08:34, 30 May 2011 (MDT) [http://www.dandwiki.com/w/index.php?title=User_talk:Green_Dragon&diff=next&oldid=520281]<br />
<br />
== Hi ==<br />
I need help with footers and links.<br />
<br />
:Could you be a little more specific? I've been working on a new user guide for some time now. It's not nearly complete, but it may be able to help you with some of your questions. You can find that [[User:Badger/sandbox3|here]].If you show me what you are trying to do, I can probably help. Drop a message on [[User_talk:Badger|my talk page]], and I'll see if I can help you work through your problems. --[[User:Badger|Badger]] 14:54, 25 May 2011 (MDT)<br />
<br />
== hello ==<br />
<br />
I have almost finnished 3/8 planned racial caste races.<br />
Please have a look at the Human noble and human peasant <br />
and Ork noble races.<br />
Links are found at Teoryran info about Races.<br />
<br />
The race pages are to big, <br />
any suggestions of how to cut them up and<br />
sort them in different sections?<br />
<br />
== hi ==<br />
<br />
Mmm, well I needed the pages sorted after supplement.<br />
I needed to put lots of class and race descriptions of personality, the world<br />
and their lands somewhere else.<br />
<br />
== hi ==<br />
<br />
Mmm, well I needed the pages sorted after supplement.<br />
I needed to put lots of class and race descriptions of personality, the world<br />
and their lands somewhere else.<br />
<br />
:What do you mean? [[Races of Teoryran (Teoryran World Supplement)]] is understandable. It is missing its footer though. Is that what you mean? --[[User:Green Dragon|Green Dragon]] 19:52, 26 May 2011 (MDT)<br />
<br />
Yes; sorry for being unclear.<br />
I Lack footers and I am unsure where to put my classes<br />
if they are not exactly base classes either?<br />
Variant rules?<br />
Should I greate a new page for racial classes?<br />
Or are they paragon classes?<br />
I am worried that some of the pages about info for the setting<br />
lack addresses and take up extra memory.<br />
<br />
<br />
Hello.<br />
We need a racial class category like that from Savage Species.<br />
Savage Species offers levels all the way up<br />
and they don’t just raise abilities at level 3.<br />
Can I make a suppliment page<br />
where I have my own classess,<br />
I might do it, you can delete if its improper.<br />
I would like some criticism for my classes.<br />
<br />
:I imagine what you are talking about should work as a [[3.5e Racial Paragon Classes|racial paragon class]] with a specific [[3.5e Races|race]] made for it. Though you may want to mention that you are using the monster class rules from [[Savage Species]]. If they are not racial paragon classes then yes, you should make a [[3.5e Rules|rule]] about them and link them from there. Don't worry about taking up space. It's of no concern. Does this help? --[[User:Green Dragon|Green Dragon]] 12:29, 13 June 2011 (MDT)<br />
<br />
:It does help alot, I think I prefere the combo Savage Species+ Paragon. and have started to work on it.Now my problem lies with what features to distribute.But aren't there any category where you can submit Savage Species Monster classes? Paragon classes, mostly allows you to reduce the weaknesses of a race, as I see it anyway, while monster classes sort of build the race from zero and up.The attempt to create different "races" for aristocrats and commoners,end up making them very similar except that commoners gets penalties the nobles don't.I have a dozen ideas, and edit back and forth.Still, if you took a look at these I made,you can se specific balancing is a problem.<br />
--[[User:Klas]] 10:46,08 Juli 2011 (?)<br />
<br />
== Edit Revert? ==<br />
<br />
Why did you revert my edit on [[Talk:DnD Links]]? I didn't break any of your rules and, furthermore, I contributed to the discussion. You shouldn't just censor things because you don't agree with them... --[[User:Aarnott|Aarnott]] 13:44, 30 May 2011 (MDT)<br />
<br />
:Because it's not adding anything new to the discussion. It's not pertinent, see also the reason. --[[User:Green Dragon|Green Dragon]] 13:49, 30 May 2011 (MDT)<br />
<br />
::"Because it's not adding anything new to the discussion."<br />
::False. I gave an illustration of how GNU (and similarly GPL) actually works in practice and showed that the emphasis on the licenses was initially for code libraries/projects. That emphasis is a very important distinction because it provides more basis for the argument I'm making. This also provides some historical context for my argument.<br />
::I brought up how MySQL's licensing can be seen as a parallel example (actually I could have brought up Wikipedia too -- how do you think they transitioned from GPL 1.2 to GPL 1.3? Relicensing.).<br />
<br />
::"It's not pertinent, see also the reason."<br />
::Your reason is a complete strawman argument. ie. You are attacking an argument I didn't even make. Let's examine the exact "reason" you gave:<br />
::"wrong - there is no section 11 clause to the GNU FDL v1.2 (that's the whole -i think- MSQL legal dilema)"<br />
::Now go back to what I wrote. Did I write ''anything'' about section 11? No. In fact, earlier I already explained that section 11 does not apply in this case because this wiki is under GNU FDL 1.2 (the exact thing I said was "Anon, you are actually incorrect, unfortunately. This wiki uses GNU FDL 1.2 and no licenses can just suddenly retroactively patch a previous license.", see the context).<br />
::Also, you "think" that is the whole "MSQL legal dilema", but I never even said that this has anything to do at all with MySQL's legal dilemma. I was strictly comparing the fact that MySQL was able to transition to a dual license to authorship as a concept.<br />
::And, just to be a bit cheeky: you censored a well-written post meant to explain in detail my stance in a discussion. The whole point of that post was because you clearly were not responding intelligibly to what I had written earlier, so it seemed necessary to go into more detail. That's a pretty standard thing in a discussion. Elaborating on a point when the other party doesn't seem to understand.<br />
::What I'd like to hear is how you think authorship and licensing actually works. All you've done is say that others are wrong, but you have yet to provide any evidence to back up your claims. --[[User:Aarnott|Aarnott]] 14:10, 30 May 2011 (MDT)<br />
<br />
:::It may not even be MySQL I am referring to. There is a conglomerate of companies which has a problem with previous GNU FDL licensing and now it is uncertain who owns their things. Since they used section 11 and did some version changing and things, they now have this problem. Last I saw one had to give over some billion worth in rights to the other or something along those lines. <br />
:::It just doesn't matter how people use the GNU FDL v1.2. Who cares? We go by the license and law, and that is the discussion (mostly). What the GNU FDL has been used for is not.<br />
:::I have said repeatedly that like Wikipedia's terms of use, law is. Of course things like licenses are interchangeable. What's not to read? --[[User:Green Dragon|Green Dragon]] 14:28, 30 May 2011 (MDT)<br />
<br />
::::"There is a conglomerate of companies..."<br />
::::How does this point have anything to do with your website? Your website is not a company and you and it have no ownership over the material others put on it. You have ownership of the database and the webserver (or at least the rental agreement if you rent).<br />
::::"We go by the license and law, and that is the discussion (mostly)"<br />
::::What law? The one I showed was clearly false? Again, I ask very simply: explain how you actually think authorship and licensing works (with regard to this wiki). It seems you are either unwilling or unable to back up your claims, which isn't surprising considering that they hold no weight whatsoever.<br />
::::"I have said repeatedly that like Wikipedia's terms of use, law is."<br />
::::Since the following sentences probably hinge on that one, I'm just going to have to ask you to rephrase it. From the way I read it: "I have said repeatedly that, similar to Wikipedia's terms of use, law is an entity that exists". Which is true... But it doesn't really say anything worthwhile. I could say something similar and it would have just as much meaning to me: I have said repeatedly that like Wikipedia's terms of use, bacon is. --[[User:Aarnott|Aarnott]] 14:57, 30 May 2011 (MDT)<br />
::::PS. If you really do follow wikipedia's rules, then you broke them by reverting my edit. See [[w:Wikipedia:TPO]].<br />
<br />
:::::I know. It's just an interesting story. That, though, is the only way whatever you are talking about is possible. D&D Wiki licenses content, like Wikipedia (see their Terms of Use). What's not to understand? --[[User:Green Dragon|Green Dragon]] 15:04, 30 May 2011 (MDT)<br />
<br />
::::::"D&D Wiki licenses content"<br />
::::::From whom? Licenses need to be granted by some entity by definition... Yes. You just argued my point for me. You still haven't explained how you think it actually works though (yes, this is my third time asking on this page alone). --[[User:Aarnott|Aarnott]] 15:12, 30 May 2011 (MDT)<br />
<br />
:::::::No, your not thinking about this. How does Wikipedia do it? They are only reserved. --[[User:Green Dragon|Green Dragon]] 15:14, 30 May 2011 (MDT)<br />
<br />
::::::::I will entertain your questions even though you won't answer mine. I'm not sure which terms of use you want to to explain (the old one that uses GNU FDL 1.2 or the new one that uses GNU FDL 1.3. I'll explain the one that matters<br />
<br />
::::::::'''GNU FDL 1.2 (last revision found at [[w:Wikipedia:Terms_of_use&oldid=30325726]]):'''<br />
::::::::After all the boring text telling us that every page is protected under US copyright laws, you are bound to the terms even if you don't read them, that pages are licensed under GNU FDL 1.2, and that page histories meet the terms of the GNU FDL, there is a wonderful gem of bolded text (which I'm going to bold the important part in my quote below).<br />
::::::::"you are hereby being given notice under Title 17 USC that it is your responsibility to comply with the copyright laws in regards to this archival material and your copying it may be considered infringement ('''specifically if any of the materials being stored in those prior versions are copyrighted materials that were submitted to Wikipedia without the author/authors or copyright holder's/holders' permission(s)''')."<br />
::::::::Huh? The author has to give permission to have it put on Wikipedia? It's almost as if the author has rights to their own work! You know, like the right to license their work as they see fit. Note also that the terms of use do not have any such mention of forgoing the author's right to relicense their own work. It just talks about the fact that you can't take materials that have a copyright and add the GNU FDL license without having the author's consent.<br />
<br />
::::::::Now for the GNU FDL 1.3, there is little point in explaining because we have already determined that this wiki does not use that license anyways, but if it did, a CC-by-SA license can be added to ''other author's'' work. Yeah, if this site was GNU FDL 1.3 that would just mean that moving content and relicensing would not require the author's consent.<br />
<br />
::::::::Attempt #4: Care to explain how you think it works (and maybe throw in some specific quotes to support your argument this time)? --[[User:Aarnott|Aarnott]] 15:37, 30 May 2011 (MDT)<br />
<br />
:::::::::'''Do not submit copyrighted work without permission!''' &mdash; what's not to understand? The adherence to the license? "you are bound to the terms even if you don't read them, that pages are licensed under GNU FDL 1.2" --[[User:Green Dragon|Green Dragon]] 15:41, 30 May 2011 (MDT)<br />
<br />
::::::::::You aren't getting it. Whose permission is required for copyrighted work? All you are pointing out is exactly what I just said: you can't submit the copyrighted work of others'. You can totally submit your own copyrighted work because you obviously have your own permission. --[[User:Aarnott|Aarnott]] 15:47, 30 May 2011 (MDT)<br />
<br />
:::::::::::Your not getting it. "you are bound to the terms even if you don't read them", meaning that you are bound to the terms. With regard to copyrighting through the USA Copyright Office, a different scenario, was it done? And I think Wikipedia's Terms of Use cover that to some extend now. --[[User:Green Dragon|Green Dragon]] 16:19, 30 May 2011 (MDT)<br />
<br />
::::::::::::Can I link to an external site (the US Copyright Office site)? On their FAQ, you will clearly see the following text:<br />
::::::::::::"Do I have to register with your office to be protected? No. In general, registration is voluntary. Copyright exists from the moment the work is created. You will have to register, however, if you wish to bring a lawsuit for infringement of a U.S. work."<br />
::::::::::::So, I don't see what the copyright office has to do with anything.<br />
::::::::::::I totally agree that Terms of Use function in a way that makes them binding even if they are not read. But the fact of the matter is, anything I write is copyrighted (by me), and I can license that work as I see fit. You agree that the GNU FDL is a license, not a contract, right (this is a VERY important distinction)? --[[User:Aarnott|Aarnott]] 16:46, 30 May 2011 (MDT)<br />
<br />
:::::::::::::I mean previously copyrighted work. And, no, submitting it here licenses it. For example: "Therefore, for any text you hold the copyright to, by submitting it, you agree to license it under the". --[[User:Green Dragon|Green Dragon]] 16:50, 30 May 2011 (MDT)<br />
<br />
{{Discussion Indentation Revert}}<br />
<br />
:Previously copyrighted work is not a big deal either because none of the content that was moved was copyrighted by someone who didn't hold the copyright.<br />
:Just to be perfectly clear: you agree the GNU FDL is a license, not a contract, yes or no? --[[User:Aarnott|Aarnott]] 17:02, 30 May 2011 (MDT)<br />
<br />
::I think the problem is GD thinks licensing content here grants DandWiki ''exclusive'' license to the content. It doesn't. --[[User:Badger|Badger]] 17:06, 30 May 2011 (MDT)<br />
<br />
:::Indeed. Exclusive licenses require a contract, which this website does not have. That's what I was getting to ''';)'''. --[[User:Aarnott|Aarnott]] 17:12, 30 May 2011 (MDT)<br />
<br />
::::It doesn't. See also the [[Coin Golem (3.5e Creature)]]. All I am saying is there is a licensing problem (as it ''is'' the GNU FDL v1.2) which undermines D&D Wiki in various ways if it is not that license. --[[User:Green Dragon|Green Dragon]] 17:45, 30 May 2011 (MDT)<br />
<br />
:::::Right. But the point of the GNU FDL is not for authors, it is for collaborators. The author is licensing a ''copy'' of their work (whatever it may be) under the GNU FDL. It is not an exclusive license. That ''copy'' must follow all the rules and regulations of the GNU FDL. If the same user decides they want to license their work under a different license, they don't have to pay any attention to the GNU FDL because they are licensing a completely separate ''copy'' -- even if the content is exactly the same. --[[User:Aarnott|Aarnott]] 17:56, 30 May 2011 (MDT)<br />
<br />
::::::No. For example "Therefore, for any text you hold the copyright to, by submitting it, you agree to license it under the" --[[User:Green Dragon|Green Dragon]] 19:42, 30 May 2011 (MDT)<br />
<br />
:::::::You are correct. When you submit content you are agreeing to license it under the GNU FDL v1.2. However, you are ''not'' agreeing to ''exclusively'' license it under the GNU FDL v1.2, ''nor are you giving up your copyright''. You are free to release it under other licenses (which may have other conditions), to other people, whenever you want. --[[User:Badger|Badger]] 12:56, 31 May 2011 (MDT)<br />
<br />
::::::::Not if what it is licensed under forbids it. For example "no other conditions whatsoever" means just that. --[[User:Green Dragon|Green Dragon]] 12:54, 1 June 2011 (MDT)<br />
<br />
== Campaign Setting ==<br />
<br />
My campaign setting is no longer showing up on the 3.5e Homebrew for campaign settings. I don't really know much about moving pages and such so I actually need help with this. --[[User:Grim914|Grim914]] 00:02, 31 May 2011 (MDT)<br />
<br />
I fixed it.--[[User:Milo v3|Milo High-Hill]] 01:30, 31 May 2011 (MDT)<br />
<br />
I need help with balancing my classes.<br />
<br />
I also have a question.<br />
<br />
Can I write off, feats from books and put under the class?<br />
I found some cannon feats I wanted to use?<br />
<br />
-------<br />
<br />
Thanks, I don't know who that is. --[[User:Grim914|Grim914]] 22:39, 31 May 2011 (MDT)<br />
<br />
:If you supply me with a link I can help you balance the classes. Yes, you can use feats. Reference books with <tt><nowiki><sup>'s</nowiki></tt>. --[[User:Green Dragon|Green Dragon]] 12:19, 13 June 2011 (MDT)<br />
<br />
== Race Posts ==<br />
<br />
I recently posted a race, but cannot find it when I go through the Homebrew races for 3.5e. Did I not post it correctly? The name of the race is Kyree (plural).<br />
<br />
== Race Posts ==<br />
<br />
I recently posted a race, but cannot find it when I go through the Homebrew races for 3.5e. Did I not post it correctly? The name of the race is Kyree (plural).<br />
[[User:Grimli93|Grimli93]] 10:31, 1 June 2011 (MDT)<br />
<br />
:I'm pretty sure I fixed it. You left the <!- and -!> on in the category sections. I also fixed a few other problems on the page without changing any of your work.--[[User:Milo v3|Milo High-Hill]] 02:21, 2 June 2011 (MDT)<br />
<br />
== Keran (3.5e Races) ==<br />
<br />
Why have you recently edited the names of many of my races from "Race Name (Keran Race)" to "Race Name, Keran (3.5e Race)"? In my opinion it was unnecessary and I am confused to why you did it?--[[User:Milo v3|Milo High-Hill]] 01:06, 4 June 2011 (MDT)<br />
<br />
:Races should be labeled as "Race". I added "Keran" to some to distinguish them as part of [[Blades Of Keran (3.5e Campaign Setting)|Blades Of Keran]] where their was already something of the same name. How they used to be named made a problem on the dynamic race pages. --[[User:Green Dragon|Green Dragon]] 01:09, 4 June 2011 (MDT)<br />
<br />
::Didn't notice the problems. And if thats so then why not rename all of them? Also some of what you renamed doesn't have Keran in the title. --[[User:Milo v3|Milo High-Hill]] 01:18, 4 June 2011 (MDT)<br />
<br />
:::I guess I can. Some don't have "Keran" because I was not certain if you want it there or not. It doesn't need to be (the reason for the some was that it makes sense to not have variant attached to the page), but they all can have "Keran" present. I am uncertain. I'm actually working on the disambiguation page [[Elf]] and didn't do the others as such. --[[User:Green Dragon|Green Dragon]] 01:21, 4 June 2011 (MDT)<br />
<br />
::::So why did they need to say 3.5e? I didn't think they required it to be 3.5e.--[[User:Milo v3|Milo High-Hill]] 01:36, 4 June 2011 (MDT)<br />
<br />
:::::I put that there because they use 3.5e rules. I think I am confused. --[[User:Green Dragon|Green Dragon]] 01:39, 4 June 2011 (MDT)<br />
<br />
::::::You didn't do that for other Disambiguations. For example [[Fighter|Fighter]].--[[User:Milo v3|Milo High-Hill]] 01:43, 4 June 2011 (MDT)<br />
<br />
:::::::I'm not understanding what your saying. I have not yet saved [[Elf]], if that helps at all. I was actually talking about the Keran races I moved above. --[[User:Green Dragon|Green Dragon]] 01:45, 4 June 2011 (MDT)<br />
<br />
::::::::I was more asking why do they need to be (3.5e Race) for disambiguation. Also if it is just because of it is 3.5 material then shouldn't Cora races also be changed?.--[[User:Milo v3|Milo High-Hill]] 01:55, 4 June 2011 (MDT)<br />
<br />
:::::::::Yes, it is because it is 3.5e material. I am doing it because disambiguation pages require alphabetization and moving them now makes it much smoother. --[[User:Green Dragon|Green Dragon]] 01:57, 4 June 2011 (MDT)<br />
<br />
::::::::::Okay. But how come the elves now don't have Keran as part of the page title? Not that thats a problem just wondering. Because you changed the name for the Lizardfolk as well (I'm guessing for the same reasons as the Elves) but they still have the Keran as part of there title.--[[User:Milo v3|Milo High-Hill]] 02:13, 4 June 2011 (MDT)<br />
<br />
:::::::::::I did that because the lizardfolk had other lizardfolk races with the same name present. I can do that for the elves, which were the only elves with that name, if you want. It's your call. --[[User:Green Dragon|Green Dragon]] 18:36, 4 June 2011 (MDT)<br />
<br />
:::::::::::It's fine now I was just confused before.--[[User:Milo v3|Milo High-Hill]] 22:23, 4 June 2011 (MDT)<br />
<br />
== Prestige Base Classes ==<br />
<br />
In Blades Of Keran I was going to create new prestige classes. The only problem is that I want my prestige classes to like a Base Class with slight requirements. And as I wanted to make them full base classes, I was hoping to give them a full 1-20 level progression without having to use Epic Level Rules. So would they be still classed as Prestige Classes?--[[User:Milo v3|Milo High-Hill]] 23:10, 24 June 2011 (MDT)<br />
<br />
:No. They would not work with [[SRD:Multiclass Characters]]. Making a [[3.5e Rules|rule]] about them and linking them from that page would be appropriate. --[[User:Green Dragon|Green Dragon]] 17:19, 25 June 2011 (MDT)<br />
<br />
== Creating an Infrastructure Category for SRD Pages ==<br />
<br />
I was working on a sortable DPL for 3.5e SRD Creatures (as an example for what we could do for 3e Monsters), and I came across a problem. It seems that we have pages like "Evil Creatures" marked as "Creatures", which naturally creates a problem when making a DPL of all creatures. My solution to this would be one of two options: Remove "Creatures" category from pages like "Evil Creatures", or create a new category like "SRD Infrastructure", which we could add to all pages like "Evil Creatures" that are labeled "Creature" but aren't actually creatures. We already have a category by that name, so we'd need to name it something else, but the idea stands. What are your thoughts? --[[User:Badger|Badger]] 22:51, 26 June 2011 (MDT)<br />
<br />
:Or just remove [[:Category:Creature]] from that page and replace it with [[:Category:Creature List]]? If it's a widespread problem an infrastructure category may make more sense though. --[[User:Green Dragon|Green Dragon]] 23:04, 26 June 2011 (MDT)<br />
<br />
::Ehh, I've just figured out a way to do what I wanted to do without having to change anything. I'm not sure if it is a better solution (efficiency-wise), but it's less work in the present, so I like it well enough. Do you know much about DPL tables? I'm trying to figure out how to insert text into a cell that with an empty parameter (similar to how we have NFR or NR for classes that aren't fully rated on the 3.5e Class Homebrew table). Do you know how to do that, or better yet, do you know of a website that would be able to teach me how? --[[User:Badger|Badger]] 23:39, 26 June 2011 (MDT)<br />
<br />
:::I know some about dpl's. An empty parameter? You could just do something like <tt><code><nowiki>|include={<!-template->}:noneparam:<!-include1->, etc</nowiki></code></tt>. --[[User:Green Dragon|Green Dragon]] 23:53, 26 June 2011 (MDT)<br />
<br />
::::I don't think that's quite what I'm trying to do. If you check out [[User:Badger/sandbox12|my attempt]], you'll notice that entries like "Air Elemental" have blank spaces in the table. That is because they have multiple copies of the template I am querying on the page, so it won't return anything. My plan was to make it so if the box for "CR" was empty, the table would put in some line of text like "Varies". That way there would be no empty cells in the table. I'm still trying to get the hang of DPLs, so I'm not sure what code does what. --[[User:Badger|Badger]] 00:03, 27 June 2011 (MDT)<br />
<br />
:::::Nevermind, I don't need to do that for this list anymore, but if you know of a useful resource I'd love to get it. My google searches aren't as helpful as I'd like them to be. --[[User:Badger|Badger]] 00:20, 27 June 2011 (MDT)<br />
<br />
::::::[http://www.mediawiki.org/wiki/MediaWiki Mediawiki.org] has things about extensions. Sorry, I do not know how to default dpl results. --[[User:Green Dragon|Green Dragon]] 01:11, 27 June 2011 (MDT)<br />
<br />
== Vacation ==<br />
<br />
I will be going away for the next few weeks. If everyone could keep up on vandalism and spam that would be very appreciated. --[[User:Green Dragon|Green Dragon]] 21:07, 27 June 2011 (MDT)<br />
<br />
== goofed on a new class ==<br />
<br />
I created a new class, Cantrip Master, but my logon expired so it went online but did not show as I started it. Is there some way to rectify that?<br />
<br />
Thank you for your help<br />
<br />
Dan {{unsigned|Ubergeek63}}<br />
<br />
:Hey [[User:Ubergeek63|Dan]], GD is on vacation. I can try to help, but I don't think I truly understand what you're trying to say above. Can you give a link to the [http://www.dandwiki.com/wiki/Special:Contributions/Ubergeek63 diff] or [http://www.dandwiki.com/wiki/Special:Contributions/Ubergeek63 diffs] in question to help us see what problem you're having? Or explain in a little more detail? Also, remember to sign your posts by the use of four tildes (i.e. <nowiki>~~~~</nowiki>). {{User:Hooper/autosig2}} 17:16, 29 June 2011 (MDT)<br />
<br />
== Any Suggestions for a Discussion? ==<br />
<br />
Mm any suggestions for what to put at my talk page?<br />
Is it possible to allow for others to expand or edit my setting?<br />
I would like to try to engage others to contribute.<br />
<br />
:That would more be something for the campaign settings discussion page. Your talk is where other users will talk to you. If you mean your userpage, you may want to look at other user's userpages to get some ideas. --[[User:Green Dragon|Green Dragon]] 12:25, 29 July 2011 (MDT)<br />
<br />
== Just curious. ==<br />
<br />
Why is there no Ambidexterity in the 3.0 edition feat list? {{unsigned|Dorkmuncher}}<br />
<br />
:The feats in that list are SRD only - meaning they are the officially released feats that we are legally allowed to have. If something is not listed there, and it was an official feat, then it was not released in such a way to allow us to host it. {{User:Hooper/autosig2}} 06:03, 9 July 2011 (MDT)<br />
<br />
== Marroar and his torrent of unbalancing ==<br />
<br />
You'll probably have already noticed and what not, but it's beginning to bug me. I noticed a guy named [[User:Marroar|Marroar]] with edits all over the place, mostly tiny ones, but hundreds of them. It seems like everything he touches becomes unbalanced as anything, particularly with some changes he tried to make to a race of my original creation, and even seen more so at [[Dragon Rider (3.5e Class)|Dragon Rider]], in which the nearly the entire history is tiny, horrible alterations to an already sketchy class, including some that go completely against the fundamental functions of the class page, like giving out ability adjustments just for taking the class. You'll see what I mean, if you look at it. Not sure if he's just a spammer or just really bad at this stuff, or just trying to con his DM or something. It's just bothersome to have some guy scurrying about waving broken-ness all over the place. [[User:Jwguy|Jwguy]] 05:07, 10 July 2011 (MDT)<br />
<br />
:When you see this happening the correct procedure is to undo the edit and explain why it was a non-constructive edit. I did this where it was appropriate. --[[User:Green Dragon|Green Dragon]] 12:23, 29 July 2011 (MDT)<br />
<br />
::Noted. I'm going to continue disliking him, though, and this other IP who keeps breaking loadouts. [[User:Jwguy|Jwguy]] 19:43, 30 July 2011 (MDT)<br />
<br />
:::If he's doing it to a number of articles, I recommend you give a more detailed explanation on his/her talk page. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 22:17, 30 July 2011 (MDT)<br />
<br />
::::Well, it was about 20 days ago that I posted this, initially, and I've not seen him around. He seemed to target any page with the word "Dragon" in it, though, as he kept doing it to Dragon Rider, Dragonkin, and so on. That said, I'll get back to him if he shows up, again. The IP, however, does not have a talk page, I don't think, and has not registered, that I've seen. [[User:Jwguy|Jwguy]] 06:39, 31 July 2011 (MDT)<br />
<br />
:::::IP's do have talk pages, they just aren't all that useful unless the person has the same IP the next time they log in. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 15:01, 1 August 2011 (MDT)<br />
<br />
== Pathfinder Spells ==<br />
<br />
Would I be allowed to add spells from PathFinders SRD to this site and put it in the Homebrew section. I will make sure each page says that is from the Pathfinder SRD so that the creator's get there credit. --[[User:Milo v3|Milo High-Hill]] 06:24, 19 July 2011 (MDT)<br />
<br />
:Which license are they released under? If it is OGC then by all means, yes. You would want to do it with the same format as something like [[Crime and Punishment - The Players Sourcebook of the Law]]. --[[User:Green Dragon|Green Dragon]] 11:35, 29 July 2011 (MDT)<br />
<br />
::Its OGL. But that means its should be fine then doesn't it. --[[User:Milo v3|Milo High-Hill]] 17:39, 29 July 2011 (MDT)<br />
<br />
:::Yup. If you need any help let me know. --[[User:Green Dragon|Green Dragon]] 17:42, 29 July 2011 (MDT)<br />
<br />
== How else can I help? ==<br />
<br />
I have been making a few pages and have a lot of free time on my hands so I was wonder how else I could be of service. I know wiki formatting enough to piece things together and I can end up doing a pretty good job. [[User:Dsnake1|Dsnake1]] 21:44, 24 July 2011 (MDT)<br />
<br />
:There are many places where you could be of service. For example all [[:Category:Base Class|base classes]] need to be gone through with the [[Meta Pages#Improving, Reviewing, and Removing Articles|Improving, Reviewing, and Removing Articles]] templates. Is this something you may be interested in doing? --[[User:Green Dragon|Green Dragon]] 11:33, 29 July 2011 (MDT)<br />
<br />
== Nomination ==<br />
<br />
Hey Green Dragon,<br />
:Is this a good place to announce a nomination? --[[User:Axl|Axl]] 13:50, 26 July 2011 (MDT)<br />
<br />
::For an article to become a featured article? Just follow the [[Featured Articles#Featured Article Nominees|Featured Article Nominee]] method. An RfA? You should mention it on their talk (if it is you then just make it and it will be posted). --[[User:Green Dragon|Green Dragon]] 11:30, 29 July 2011 (MDT)<br />
<br />
== Geostase ==<br />
<br />
It appears that you are using the name "geostase" as the name of one of your game creatures. Please be advised that geostase is a registered trademark (United States Patent and Trademark Office Registration No. 4,000,187) for our slope stability analysis engineering software. Thank you for your cooperation in not using this name. Best Regards, Dr. Garry H. Gregory, Ph.D., P.E., D.GE Principal Consultant GREGORY GEOTECHNICAL 2001 West 44th Avenue Stillwater, Oklahoma ggregory@gregeo.com {{Unsigned|173.245.50.176|22:10, 30 July 2011 (UTC)}}<br />
<br />
:It can be changed, yes. And feel free to change it. I don't think it applies to us since "A legal presumption of your ownership of the mark and your exclusive right to use the mark nationwide on or in connection with the goods/services listed in the registration; " ([http://www.uspto.gov/faq/trademarks.jsp#_Toc275426681 source]) and it is registered for "Computer programs for stability analysis of soil slopes in the field of engineering." Please correct me if I am wrong. --[[User:Green Dragon|Green Dragon]] 16:31, 30 July 2011 (MDT)<br />
<br />
::Sounds fine, to me. I highly doubt that a small, homebrew'd creature with the same name will interfere with their company operations or deployment, nor does it really fit either of those two items, especially since the first states the trademark only extends as far as connection to those goods and services are concerned, and a D&D creature is certainly not connected to it. [[User:Jwguy|Jwguy]] 19:39, 30 July 2011 (MDT)<br />
<br />
<br />
== Question ==<br />
<br />
Greetings, is there a place I can ask questions on here for specific things? As in help on characer creation or ideas for part of a campaign world I am creating? The only place I can think of for stuff like this is the sandbox but.. I highly doubt anyone will actually comment on anything I say or ask. That aside, do you know of any place I can chat with people about these things in real time? I am joining a gestalt campaign here in a few days and have questions regarding item creation, but due to the time between now and actual play, I would like to get feedback instantly versus a few hours to days. Otherwise this wouldnt bother me. Thanks for your time in reading this and even more so if you reply. [[User:Lyrad8791|Lyrad8791]] 23:11, 3 August 2011 (MDT)<br />
<br />
== Greetings. ==<br />
<br />
Greetings, Green Dragon. I really enjoy your site. You have the most fantastic pages. I just wish to Ask how you are holding up? Are the working Spirit Strong? Becourse i hope it is :) It would be sad to see this wonder go inactive. So, i have never tried to Edit anything, but i wish to add a class. Archpriest of Wee Jas. So i hope to contribute. Even if just a little. My most heartfelt thanks for all the great work on this site.<br />
<br />
-Narf- [From twcenter.net]<br />
<br />
== Site nominated for an Award ==<br />
*See: [[Talk:Main_Page#Site_nominated_for_an_Award]] {{User:Hooper/autosig2}} 18:54, 14 August 2011 (MDT)<br />
<br />
== New User Accounts and Spam ==<br />
<br />
As I know you have noticed, we've gotten a recent wave of spammers making accounts, and then posting trash on their user pages that oughtn't be there. Is there a captcha involved with creating a new user account? If not, can there be? If there is, can we check to make sure it's working? Thanks. --[[User:Badger|Badger]] 21:33, 17 August 2011 (MDT)<br />
<br />
:According to [http://www.mediawiki.org/wiki/ConfirmEdit_Test_Plan ConfirmEdit's Test Plan] number 4 both number one and two work for me. The ReCaptcha is there and a "Login error Incorrect or missing confirmation code." message shows up with an incorrect confirmation. Maybe automated networks are better then ReCaptcha's is or they are done by humans. --[[User:Green Dragon|Green Dragon]] 22:52, 17 August 2011 (MDT)<br />
<br />
<br />
== Foreclosing a Class ==<br />
<br />
This spring I created the [[Enlightened Soul]] prestige class for 3.5. I've been meant to finish it up over the summer, but life, and my limited knowledge of wiki magic, continually got in the way, and I'm sad to say I don't see that changing. I do however still like the idea of the class, and would love to see it finished. My request then, is that you, or someone more interested in it, simply apply the finishing touches. I am absolutely available for any questions you may have. Thanks for your time. --[[User:Lefthandroger|Lefthandroger]] 20:38, 21 August 2011 (MDT)<br />
:Ignore the above. Until my books get in, I have a lot of free time, and have actually more or less finished the Enlightened Soul. Check it out if you'd like.--[[User:Lefthandroger|Lefthandroger]] 07:08, 4 September 2011 (MDT)<br />
<br />
== Requests 5/5 points ==<br />
<br />
I ask to get 5/5.<br />
<br />
I have profoundly coverer,geography,monsters, races, societies, gods<br />
and background stories.<br />
I don't have any adventures thought.<br />
<br />
== A question about deletion ==<br />
<br />
So, I was just wondering, what are our policies on deleting "completed" material? Is there a minimum rating a "finished" class must have, or face deletion? If the general consensus on the discussion page is "make it go away", and it's been at least two weeks, can I delete it without hesitation? --[[User:Badger|Badger]] 15:50, 23 August 2011 (MDT)<br />
<br />
:Not if there is enough content to be playable. Can one play with a few class features for the starting levels? Probably (and then they could improve the class from that stage).<br />
:Anyone can add {{tl|delete}} so criteria is present for the deletion of that content. If you did delete content which was playable you should go back and restore it. --[[User:Green Dragon|Green Dragon]] 19:03, 30 August 2011 (MDT)<br />
<br />
::I'm just looking at classes, like [[Anti-Christ_(3.5e_Class)|this one]], that have been marked for deletion for months. It is marked as a base class, but should be moved to prestige class if we intend to keep it. Anyway, it has class features all spelled out, but it's a mess of formatting, there is virtually no fluff, and the vast majority of the ratings (at least, the ones I trust) have said horrible things about the class. I see no reason why we should bother to keep this class, especially since it has had no productive edits since 2009. However, if you feel this is the type of content you want to keep around, I can just move it to prestige class and swap out <nowiki> {{delete}} for {{wikify}}</nowiki>. In my opinion we should have some sort of "this isn't going to get better and it is terrible now, we might as well trash it" policy. --[[User:Badger|Badger]] 19:41, 30 August 2011 (MDT)<br />
<br />
:::Yes, there is enough content there to keep it. Is it correct? No, it needs work. Things should (if you have enough time please help) work more correctly with the [[Meta Pages#Improving, Reviewing, and Removing Articles|improving, reviewing, and removing articles]] templates. This means that those which do not work should be moved to a separate section (like [[DnD Base Classes]]) and those that do are to be more easily accessible. This removes problems such as [[Anti-Christ_(3.5e_Class)|Anti-Christ]] however leaves it enough room for it to be improved upon. If you have deleted others which are playable (I have found a few, however I have not looked well) please restore those pages. --[[User:Green Dragon|Green Dragon]] 20:00, 30 August 2011 (MDT)<br />
<br />
::::I think I've been pretty careful about deleting content that wasn't up to snuff. I know we disagree on that Taco article, but that may be because it was an April fool's class, and I figured that no one but the original creator would bother to write more fluff for it (it is my opinion that one joke doesn't make a joke page, and that page had very few). I can't think of any pages that I've deleted that were questionable. --[[User:Badger|Badger]] 20:09, 30 August 2011 (MDT)<br />
<br />
:::::I may look more, however you could be rather correct. That was one I found, as well as one with a history earlier then the deletion template was added then was removed to make for the delete template. That was probably just a oversight problem on your part though. --[[User:Green Dragon|Green Dragon]] 21:34, 30 August 2011 (MDT)<br />
<br />
==Jedi base class, prestige class, d20, consolidation==<br />
I stumbled upon the Jedi class here, and although certain aspects of Star Wars should remain out of D&D, I still think the philosophy and characterization is a good thing for roleplaying in the D&D universe, even if the flashy too powerful lightsaber doesn't belong in the hands of a starting character. <br/>I see this class as a fusion of a Paladin and a Monk and a Psion. I don't normally edit here, but I wanted to get started something that cleared up the problem of a start class Jedi. I think that is very wrong, it should take a longer time than than to get there, but I don't think a Padawan class makes sense either as it requires a Master Jedi. Then again, training characters is common, from level to level and for skills and skill improvement, so a Padawan Class might also work. <br/>I started this and hopefully you know of people who are interested in developing it: '''[[Jedi (3.5e Prestige Class)]]'''<br/><br />
I would like to eventually see these base class Jedi removed in favor of Prestige classes.<br />
<br />
[[Jedi Knight (3.5e Class)]]<br/><br />
[[Jedi Sentinel (3.5e Class)]]<br/><br />
[[Jedi Knight (DnD Class)]]<br/><br />
[[Jedi, Alternitive (3.5e Class)]]<br/><br />
[[Jedi Alternatives (3.5e Class)]]<br />
<br />
From the following website:<br />
http://starwars.wikia.com/wiki/Jedi#Specialization<br />
<br />
'''''JEDI RANKS'''''<br/><br />
# Jedi Initiate <br/><br />
# Jedi Padawan <br/><br />
# Jedi Knight <br/><br />
# Jedi Master <br/><br />
# Jedi Councilor<br/><br />
# Master of the Order <br/><br />
# Grand Master <br/><br/><br />
'''''SPECIALIZATION'''''<br/><br />
Jedi Guardian<br/><br />
# Jedi Ace <br/><br />
# Lightsaber Instructor<br/><br />
# Jedi Peacekeeper <br/><br />
# Jedi Weapon Master <br/><br />
Jedi Consular<br/><br />
# Jedi Ambassador <br/><br />
# Jedi Diplomat <br/><br />
# Jedi Healer <br/><br />
# Jedi Lore Keeper <br/> <br />
# Jedi Researcher <br/><br />
# Jedi Seer <br/><br />
Jedi Sentinel <br/><br />
# Jedi investigator <br/><br />
# Jedi Shadow <br/><br />
# Jedi Watchman <br/><br />
Army of Light ranks<br />
# Jedi Commander <br/><br />
# Jedi General <br/><br />
# Jedi Lord<br/><br />
<br />
None of this necessarily has to do with anything Sci-fi related, I remember reading a copy of the Priest's Handbook and it had a system for creating Religions that included Philosophies instead of Deities. I'll see if I can find another copy and maybe download it. [[Special:Contributions/173.245.55.62|173.245.55.62]] 10:01, 30 August 2011 (MDT)<br />
<br />
== Omissions ==<br />
<br />
The NoBF is missing the Practiced Spellcaster feat.<br />
This feat (and Practiced Turning, probably others) could benefit from a better description of the limitation (such as saying it is mostly to benefit multiclassed characters).<br />
<br />
Searching for edits to the NoBF was totally screwed. I'm not sure about other things listed here, nothing else showed an option to search for edits (I'm busy with other stuff too, so I gave up quick though).<br />
<br />
Show new changes starting from [Todays's Date]<br />
There was no way to change the start date. I don't know if changing the range to 30 days mattered or not, since it still started with "Today".<br />
I think I can safely assume that no changes have been made in the last 16 hours, so the fact that it didn't list any changes means nothing.<br />
<br />
Keep up the good work. :)<br />
<br />
P.S. Don't be seduced by the Dark Side. Stay with D&D and avoid v4.<br />
<br />
EricFranklin@Mail.com<br />
<br />
== Warning policy rework ==<br />
<br />
I'm working on an official warning policy that should more clearly illustrate the purposes of the system. The new policy can be found [[User:Badger/sandbox13|here]]. If you would contribute thoughts on the talk page, that would be most helpful. Thanks. --[[User:Badger|Badger]] 15:58, 4 September 2011 (MDT)<br />
<br />
== 2.5e Homebrew What Links Here ==<br />
<br />
:''Discussion moved to [[Talk:2.5e Homebrew#What Links Here]].'' <small>--[[User:Green Dragon|Green Dragon]] 20:53, 5 September 2011 (MDT)</small><br />
<br />
== Enlightened Soul BAB and save issues ==<br />
<br />
You placed a notice on the [[#enlightened soul (3.5e prestige class)|enlightened soul]] stating that it did not adhere to wiki formatting, as the table does not have BAB and saves listed. While this is accurate, it is also an epic prestige class, and as such adheres to epic rules in this regard. I felt uncomfortable taking down the notice myself, but would highly appreciate it if you would, or leave a fuller explanation why it would be necessary in the talk section. Thanks for your time and your hard work. --[[User:Lefthandroger|Lefthandroger]] 15:31, 6 September 2011 (MDT)<br />
<br />
:Ah, I didn't notice that. Sorry, I forgot to look at the prerequisites. Feel free to remove and add templates as appropriate as that is why they are there. --[[User:Green Dragon|Green Dragon]] 19:36, 6 September 2011 (MDT)<br />
<br />
::Thanks much; I've put a lot of time into that class and am rather proud of it. Is there any chance that it might be featured article material, or, barring that, at least high enough quality to warrant a proper review? Granted, I have no doubt that that requires quite a bit of time from you, but I've rather run into a brick wall in terms of improving the class on my own ideas. As always, thanks for your time and effort. --[[User:Lefthandroger|Lefthandroger]] 15:49, 7 September 2011 (MDT)<br />
<br />
== Help ==<br />
<br />
I can't replace my Vilethrone map.<br />
The old map always appears,.<br />
<br />
:On the [http://media.dandwiki.com media repository] did you use the "''Upload a new version of this file''" option? --[[User:Green Dragon|Green Dragon]] 21:09, 9 September 2011 (MDT)<br />
<br />
::It may also be that the setting of your pixels on your new map image is too small. Put it in without any pixel limit, and then make it smaller as you need it. When it returns to the old map, use the last setting that used your new map. --[[User:Axl|Axl]] 16:12, 29 September 2011 (MDT)<br />
<br />
:::Additionally logging in was not working with Firefox at the time and you may have initially uploaded it with Internet Explorer and then not have seen any options, such as "''Upload a new version of this file''", present. If you see this again please let someone know. --[[User:Green Dragon|Green Dragon]] 12:47, 1 October 2011 (MDT)<br />
<br />
== Spam (again/still) ==<br />
<br />
As I'm sure you've noticed, the spamming is getting a little out of hand. Is something not working right? I thought CAPTCHA was supposed to stop this. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 08:48, 17 September 2011 (MDT)<br />
<br />
:Any updates here? [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 14:36, 4 October 2011 (MDT)<br />
<br />
::The default CloudFlare threat challenge page settings have now been changed to "high" so more suspicious traffic will be challenged with Captchas. Does this help? --[[User:Green Dragon|Green Dragon]] 16:46, 8 October 2011 (MDT)<br />
<br />
:::Hopefully that'll do the trick without catching too many "real" editors. I guess we will have to wait and see. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 22:57, 8 October 2011 (MDT)<br />
<br />
::::Hard to say...but, i think spam is hurting the wiki, and if these are our counter measures, we have to use them. However, maybe we could implement them to only hit someone on log on, not every time they visit the front page. --[[User:Ganre|Ganre]] 21:10, 9 January 2012 (MST)<br />
<br />
:::::[https://www.cloudflare.com/plans Here] are their options. --[[User:Green Dragon|Green Dragon]] 11:38, 10 January 2012 (MST)<br />
<br />
== 2e Management ==<br />
<br />
I was actually wondering if I could help edit the many articles that could come into 2e Homebrew (e.g making guidelines, telling people if thier customs break rules ETC.)<br />
<br />
:Please do. [[2.5e Homebrew]] as well as [[:Category:2.5e]] provide direction as to where 2.5e pages can be found. --[[User:Green Dragon|Green Dragon]] 14:11, 1 October 2011 (MDT)<br />
<br />
== 2e Management ==<br />
<br />
I was actually wondering if I could help edit the many articles that could come into 2e Homebrew (e.g making guidelines, telling people if thier customs break rules ETC.)<br />
<br />
== Can Spammers be a 4e Race? ==<br />
<br />
I'm tired of the non-paid advertising put on this site. I was wondering, therefore, if it would be okay if I create a race out of these 'spammers', a.k.a. those whose only purpose on this site is to make it their own free commercial. Or would that be against the warning policy? I wouldn't say or write anything threatening or offensive, although the people sending spam should be criticized for a lack of decency. It's a shame that such a good site is being infiltrated by these advertisements, and it's also a shame to all companies who rightfully ''pay'' to have a product advertised instead of taking advantage of the internet. Anyways, I just wanted to know whether or not I could create a scathing "Spammer (4e Race)" If not, then that's okay. (Also note, I won't be able to be on the site for the next two days, but after that I would have all the time in the world to create the race, if it's acceptable.) --[[User:Obake|Obake]] 20:04, 30 September 2011 (MDT)<br />
<br />
:Don't include any swear words, external links, or advertisements. Do include the template <nowiki>{{April_Fools}}</nowiki>. Have fun. --[[User:Badger|Badger]] 23:24, 30 September 2011 (MDT)<br />
<br />
== Just wanted to let you know ==<br />
<br />
Hey green dragon. It's me, Dj00345. Since I created the 2.5e Homebrew, I have been watching the recent changes log to see if anyone creates anything for the 2.5e Homebrew. I just fixed one page created by someone, they forgot the categories that would link it to a certain page, I was wondering if I can do that for any 2.5e page that doesn't make it to the right places??? Apparently when I created the Homebrew, something happened that screwed things up. Just wanted to let you know. [[User:Dj00345|Dj00345]] 17:08, 7 October 2011 (MDT)<br />
<br />
:Yes, if someone creates a page in the wrong place or forgets to add the correct categories, feel free to fix it if you know the correct place it should be. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 19:21, 7 October 2011 (MDT)<br />
<br />
::You can feel free to do this for any page in the wrong place, not just ones in 2.5e. It's one of those jobs that admins tend to do, but anyone can move a page if they want. --[[User:Badger|Badger]] 20:00, 7 October 2011 (MDT)<br />
<br />
::: ok was just making sure! Thanks! [[User:Dj00345|Dj00345]] 20:11, 7 October 2011 (MDT)<br />
<br />
== New 4e Deity Template ==<br />
<br />
Hey Green Dragon,<br />
:I created a new Deity Template that follows the 4e Player's Handbook. It's [[User:Axl/My Sandbox/4e Deity Template|here.]] I am also going to do a Racial Hybrid system like the Class Hybrid system. If there's any ideas for that, I'm open for suggestions. I'll create a draft of it in my sandbox.<br />
<br />
--[[User:Axl|Axl]] 17:06, 14 October 2011 (MDT)<br />
<br />
::I'm finished with my Racial Hybrid system, if you want to check [[User:Axl/My Sandbox/Racial Hybrid System|it]]. --[[User:Axl|Axl]] 11:39, 5 November 2011 (MDT)<br />
<br />
== Welcome Message ==<br />
<br />
I'm not really sure what your system is, but you could probably save yourself some time if you only welcomed the people who were still around. I counted about 30 people in this most recent batch that I have blocked for being spammers. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 20:23, 30 October 2011 (MDT)<br />
<br />
:It would probably save time, true, but in any case I just go up the user creation log so I click them in any case. --[[User:Green Dragon|Green Dragon]] 20:28, 30 October 2011 (MDT)<br />
<br />
== Cloud flare ==<br />
<br />
The new ip protection tool you are using is stop ping me from accessing at work<br />
<br />
:What is the error message you are getting exactly? Does it prompt for a captcha? Was this the case a month ago (before the protection settings were increased based off levels of vandalism)? --[[User:Green Dragon|Green Dragon]] 18:03, 2 November 2011 (MDT)<br />
<br />
::Mind if I pop in here? Are you sure that it's the ip protection tool, or if it's your work place blocking it? --[[User:Axl|Axl]] 21:43, 4 November 2011 (MDT)<br />
<br />
== 4e Race Preload ==<br />
<br />
:''Discussion moved to [[Talk:4e Race Preload#Racial Options]].'' <small>--[[User:Green Dragon|Green Dragon]] 12:15, 21 December 2011 (MST)</small><br />
<br />
== Restarting the Warmage ==<br />
<br />
Hey Green Dragon. I appreciate the effort on your part on keeping my idea from being deleted over the past couple of years. I've seriously neglected completing it, but to be honest I was in the process of creating powers as I posted the first information on the class over two years ago. I've recently happened upon my old notebooks and have been revising old powers I'd written there (but not posted here) and have reformed my approach to the class. I'm currently in school for Game Art and Design, so this is a wonderful outlet for my Systems Design work. As such, I'll be completing this class over the next few months.<br />
<br />
Again, I thank you for your unexpected patience in this matter.<br />
<br />
--[[User:Biral|Biral]] 18:22, 28 November 2011 (MST)<br />
<br />
== Help and review ==<br />
== Greetings Green Dragon ==<br><br />
I am but a humble servant of fantasy world and seek to enlighten my self.<br><br />
I have contributed a few things to this wiki and have used a lot more for my own campaigns.<br><br />
But so fare I haven't seen much user activity on this mighty site other then new things being added from time to time.<br><br />
I know there is a discussion page for literally every thing in her, but they don't seam to be used that much (or am I just browsing the wrong subjects?).<br><br />
<br><br />
There fore I write to you as the first administrator I have detected and humbly ask if there is a place where I can ask people so go over my additions?<br><br />
Also I would like to use this opportunity to applaud you for you work as I know that it can sometimes be frustrating being an admin.<br><br />
<br><br />
Sincerely<br><br />
[[http://www.dandwiki.com/wiki/User:ElvenKingSlave Elven King Slave]]<br />
<br />
:Which pages in particular? --[[User:Green Dragon|Green Dragon]] 21:43, 28 November 2011 (MST)<br />
<br />
:: If you go to my user page they are all linked under "my submissions", but her they are for quick reference.<br />
::[[http://www.dandwiki.com/wiki/Weapon_Summoner_(3.5e_Class)#Class_Features Weapon Summoner(3.5 class)]][[http://www.dandwiki.com/wiki/Boltgun_(3.5e_Equipment) Boltgun(3.5 Equipment)]][[http://www.dandwiki.com/wiki/Lasgun_(3.5e_Equipment) Lasgun(3.5 Equipment)]][[http://www.dandwiki.com/wiki/Shield_Knight_(3.5e_Prestige_Class) Shield_Knight_(3.5e_Prestige_Class)]]<br><br />
::--<span style="font-family:albertus mt; font-variant:small-caps; margin-left:4px; border:2px solid #501010;"><span style="background:#CA2020; border:3px solid #7B0E0E; padding:0px 5px 0px 5px;">'''[[User:ElvenKingSlave|<span style="color:gold; font-size:75%;">ElvenKingSlave</span>]]'''&nbsp;<font color="white">&middot;</font>&nbsp;[[Exalted Wiki:Human|<span style="color:gold; font-size:75%;" title="I will drown you in daggers!">Weapons Summoner</span>]]&nbsp;<font color="white">&middot;</font>&nbsp;[[User talk:ElvenKingSlave|<span style="color:gold; font-size:75%;" title="Contact me">Talk</span></span>]]</span> 02:09, 29 November 2011 (MST)<br />
<br />
:::I took a look at them. --[[User:Green Dragon|Green Dragon]] 13:09, 1 December 2011 (MST)<br />
<br />
::::Thanks ill find time to adjust them. --<span style="font-family:albertus mt; font-variant:small-caps; margin-left:4px; border:2px solid #501010;"><span style="background:#CA2020; border:3px solid #7B0E0E; padding:0px 5px 0px 5px;">'''[[User:ElvenKingSlave|<span style="color:gold; font-size:75%;">ElvenKingSlave</span>]]'''&nbsp;<font color="white">&middot;</font>&nbsp;[[Exalted Wiki:Human|<span style="color:gold; font-size:75%;" title="I will drown you in daggers!">Weapons Summoner</span>]]&nbsp;<font color="white">&middot;</font>&nbsp;[[User talk:ElvenKingSlave|<span style="color:gold; font-size:75%;" title="Contact me">Talk</span></span>]]</span> 15:23, 1 December 2011 (MST)<br />
<br />
:::::No problem. If you need any help let me know. --[[User:Green Dragon|Green Dragon]] 16:42, 1 December 2011 (MST)<br />
<br />
::::::I have done some changes as you suggested and since none of my friends come with any constructive suggestions I would like you to look at it again when you have time and tell me if its still underpowered (If I understood your balance issue correct) --<span style="font-family:albertus mt; font-variant:small-caps; margin-left:4px; border:2px solid #501010;"><span style="background:#CA2020; border:3px solid #7B0E0E; padding:0px 5px 0px 5px;">'''[[User:ElvenKingSlave|<span style="color:gold; font-size:75%;">ElvenKingSlave</span>]]'''&nbsp;<font color="white">&middot;</font>&nbsp;[[Exalted Wiki:Human|<span style="color:gold; font-size:75%;" title="I will drown you in daggers!">Weapons Summoner</span>]]&nbsp;<font color="white">&middot;</font>&nbsp;[[User talk:ElvenKingSlave|<span style="color:gold; font-size:75%;" title="Contact me">Talk</span></span>]]</span> 08:08, 2 December 2011 (MST)<br />
<br />
:::::::I took a look at it again. If you need any help let me know. --[[User:Green Dragon|Green Dragon]] 11:31, 2 December 2011 (MST)<br />
<br />
::::::::I have redone most of the features and would like an opinion when you have time. --<span style="font-family:albertus mt; font-variant:small-caps; margin-left:4px; border:2px solid #501010;"><span style="background:#CA2020; border:3px solid #7B0E0E; padding:0px 5px 0px 5px;">'''[[User:ElvenKingSlave|<span style="color:gold; font-size:75%;">ElvenKingSlave</span>]]'''&nbsp;<font color="white">&middot;</font>&nbsp;[[Exalted Wiki:Human|<span style="color:gold; font-size:75%;" title="I will drown you in daggers!">Weapons Summoner</span>]]&nbsp;<font color="white">&middot;</font>&nbsp;[[User talk:ElvenKingSlave|<span style="color:gold; font-size:75%;" title="Contact me">Talk</span></span>]]</span> 04:46, 5 December 2011 (MST)<br />
<br />
== Sourcebook/Campaign ==<br />
<br />
Hi Green Dragon, I wonder if it is possible to put a Campaign in the sourcebook section. I think this would make reading and understanding the Campaign easier. --[[User:Warkan|Warkan]] 18:03, 28 November 2011 (MST)<br />
<br />
:Of course. It may make sense to link to the campaign as appropriate. --[[User:Green Dragon|Green Dragon]] 21:42, 28 November 2011 (MST)<br />
<br />
::I don't understand your answer. <br />
::I think this might be because I didn't explain myself enough. I want to contribute an adventure but find that the source book template would make it way simpler to understand. So can I put an adventure in the sourcebook section? --[[User:Warkan|Warkan]] 08:25, 29 November 2011 (MST)<br />
<br />
:::I worded it to be vague ''';)'''. I did this because you should link to it or transclude it. If your wiki syntax has not reached this level of understanding I intended my answer to imply that you could supply a link (and I would fix it). Of course neither must be the case as eventually it would be corrected one way or the other&ndash; no matter how you went about it. --[[User:Green Dragon|Green Dragon]] 22:36, 29 November 2011 (MST)<br />
<br />
Thanks for clarifying. I have not actually put the campaign up yet, but when I do, I will link it here. --[[User:Warkan|Warkan]] 19:53, 30 November 2011 (MST)<br />
<br />
== Formatting and licensing for transcriptions ==<br />
<br />
Greetings-<br />
I've been working on and off on transcribing one of Mongoose Publishing's books in the Quintessential series ([[The Quintessential Monk]]). I'm pretty sure I've been getting the formatting in acceptable shape, but would love someone with an experienced eye to take a look. However, the main question I have is about the OGL. I've been taking the "please help transcribe" tags on [[3.5e_Open_Game_Content|this]] page at face value, and have basically been doing just that: a word-for-word transcription. Are there exceptions or limitations to what can and can't be legally duplicated on the internet? I'm not very clear on how the OGL works. Any help would be greatly appreciated. Thank you. --[[User:Klichka|Klichka]] 17:21, 6 December 2011 (MST)<br />
<br />
:The formatting works. The ideal is like [[Crime and Punishment - The Players Sourcebook of the Law]] with the links but if you don't do it like that someone will come along eventually and format it like that.<br />
:You can post every word. The exceptions are Product Identity which basically can only be used by Wizards anyway. --[[User:Green Dragon|Green Dragon]] 11:58, 10 January 2012 (MST)<br />
<br />
== Looking for advice... and help. ==<br />
<br />
I have built a few things here on the D&DWiki page, all under the 3.5 sections; (Jachyrines, Matter Shifter, Velloreans, SoulChain Warrior, Slithzirkhai and a few others).<br />
<br />
I am trying to find someone who can look these over and tell me if I have over-powered them or made the Level Adjustment on the races right.<br />
<br />
Also, I am looking at building two "mirror" 3.5 classes, the Lunarian and Solarian... Basically mages that draw their power from the Moon and Sun, respectively. I am wanting to do it up like the psion with "Spell Points" vs a set number of spells per day, so they have like a set amoung of "Lunar Power" or "Solar Power" to cast spells with. Its just I want to make sure I go about it right, so if you know of anyone who can give me advice on how to go about this without overpowering it, but not making it completely weak and useless, that'd be great. And yes, they'd each have powers they gain on certain levels related to their source of power.<br />
<br />
Also, is there any word on getting the small book "Secret College of Necromancy" transcribed into the site? I used to own it, my ex lost it, and now I can't find a new one. Just curious.<br />
<br />
Many Thanks for any help;<br />
Tom.<br />
<br />
== Redirect ==<br />
<br />
Um, the redirect isn't working properly. I want to move my <s>User: Axl/My Sandbox/4e Future Power</s> to [[User: Axl/My Sandbox/4e Future Power Preload]], but it already has that name as a redirect. While I was trying to move it, I clicked the cancel button on my browser so that I could change it to the latter link, but it instead goes to the former when I click on the link. Can this be fixed, and when is the 4e Power creator going to be fixed? The reason why I created the 4e Future Power Preload was so that I would not have to type out the links that say <!-[[Main Page]] &rarr; [[4e Homebrew|Homebrew]] &rarr;-> etc. What I'll do is I'll create a breadcrumb that I'll just type into the power while I'm creating it, but could you fix the redirect? Thanks. --[[User:Axl|Axl]] 17:30, 24 December 2011 (MST)<br />
<br />
:Are those pages now how you wanted them to be?<br />
:Also, [[Add New 4e Power]] is working&ndash; or what do you mean is not? --[[User:Green Dragon|Green Dragon]] 12:46, 27 December 2011 (MST)<br />
<br />
::When I tried it in my D&D 4.0 Future sourcebook, it didn't work. I thought that the add power in my sourcebook and the homebrew was the same. I have since changed it. I'll try it again, this time in the homebrew. Thanks. --[[User:Axl|Axl]] 22:30, 30 December 2011 (MST)<br />
<br />
::Oh, did you fix the redirector? I said it wrong. I said "could you fix the redirect?" when I should have said "could you fix the redirector?". Sorry about that. I'm deleting the 4e Future Power Preload. Sorry for the hassle. --[[User:Axl|Axl]] 22:31, 30 December 2011 (MST)<br />
<br />
== 4e race design guideline ==<br />
<br />
Hi Green Dragon, just a quick question about my article [[4e Race Design (DnD Guideline)]]. I see it's been copied to [[4e Race Add Instructions]] - If make further updates (and I do have some planned), will this need to be copied over manually? I was also hoping someone else familiar with 4e mechanics could check through this before it's used "officially", what do you think? ''':)''' [[User:Marasmusine|Marasmusine]] 07:20, 4 January 2012 (MST)<br />
<br />
:I read through it and it seemed to cover the design bases well. And no, when you change it will automatically change (it is transcluded). --[[User:Green Dragon|Green Dragon]] 14:25, 4 January 2012 (MST)<br />
::Great, thanks. [[User:Marasmusine|Marasmusine]] 15:50, 4 January 2012 (MST)<br />
<br />
== Stub tag removal ==<br />
<br />
I recently created a new prestige class, [[Badass (3.5e Prestige Class)]]. It isn't rated yet or anything, but for the most part it is complete. How do I go about getting the stub tag removed? -[[User:Silverkin|Silverkin]] 15:01, 4 January 2012 (MST)<br />
<br />
:Does the wording on [[Template:Stub]] make more sense now? --[[User:Green Dragon|Green Dragon]] 15:45, 4 January 2012 (MST)<br />
<br />
== Fixing double redirects ==<br />
<br />
There are quite a few double redirects to be cleaned up manually, and they have been accumulating far faster than they have been fixed manually. Due to this, I was wondering if it would be worth it to have a programming adept wiki user, or hire somebody in your area to design a program to automatically fix the problem by cleaning up double redirects. I'm fairly certain Wikipedia has a [http://en.wikipedia.org/wiki/Wikipedia:Computer_help_desk/double_redirect_study form of this]. Would it be possible to base the program off a similar idea? With the number of double redirects growing it may be worth investing the time. On a similar note, if a program like this is made, would it be possible to alter it slightly to perform other menial tasks around the wiki such as moving (DnD) pages to their respective edition? I realize many of them have already been moved, however some are still in the wrong places. --[[Special:Contributions/173.245.55.116|173.245.55.116]] 22:05, 8 January 2012 (MST)<br />
<br />
:Does the following python code help you?<br />
<pre>#!/usr/bin/python3.0<br />
<br />
# This program is free software: you can redistribute it and/or modify<br />
# it under the terms of the GNU General Public License as published by<br />
# the Free Software Foundation, either version 3 of the License, or<br />
# (at your option) any later version.<br />
#<br />
# This program is distributed in the hope that it will be useful,<br />
# but WITHOUT ANY WARRANTY; without even the implied warranty of<br />
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the<br />
# GNU General Public License for more details.<br />
#<br />
# You should have received a copy of the GNU General Public License<br />
# along with this program. If not, see <http://www.gnu.org/licenses/>.<br />
<br />
# We need to use the urllib library to access MediaWiki's API<br />
import urllib.request<br />
from urllib.parse import quote_plus, urlencode<br />
from urllib.error import URLError, HTTPError<br />
from http.cookiejar import CookieJar<br />
<br />
# Also, to parse the output data we need to handle XML<br />
import xml.dom.minidom as minidom<br />
<br />
# We need to handle HTML parsing<br />
from html.parser import HTMLParser<br />
import re<br />
<br />
# We need to be able to handle temporary download files<br />
from uuid import uuid4<br />
import os<br />
<br />
# Here, we are going to build an HTML parser for editing pages<br />
class EditPageParser(HTMLParser):<br />
# We are looking for:<br />
wpStarttime = ''<br />
wpEdittime = ''<br />
wpEditToken = ''<br />
wpSave = ''<br />
wpAutoSummary = ''<br />
<br />
def handle_starttag(self, tag, attrs):<br />
# Determine if this is a tag we are interested in<br />
if tag == "input":<br />
name = ""<br />
value = ""<br />
for attr in attrs:<br />
if str(attr[0]) == "value":<br />
value = str(attr[1])<br />
elif str(attr[0]) == "name":<br />
name = str(attr[1])<br />
<br />
# Now, we can save the value to the given vars<br />
if name == "wpStarttime":<br />
self.wpStarttime = value<br />
elif name == "wpEdittime":<br />
self.wpEdittime = value<br />
elif name == "wpEditToken":<br />
self.wpEditToken = value<br />
elif name == "wpSave":<br />
self.wpSave = value<br />
elif name == "wpAutoSummary":<br />
self.wpAutoSummary = value<br />
<br />
class MWBot:<br />
"""This is the most basic structure for a simple MediaWiki bot.<br />
<br />
It supports the following functions:<br />
"""<br />
<br />
def __init__(self, wikiurl):<br />
"""This will set the URL for this instance to the provided URL<br />
<br />
Parameters:<br />
The arguments should look something like the following:<br />
wikiurl = "http://www.WIKINAME.com/w/"<br />
"""<br />
<br />
self.url = wikiurl<br />
self.cookiejar = CookieJar()<br />
<br />
# We need a regular expression to parse the content from a textarea<br />
self.wpTextbox1_sub = re.compile(<br />
r"""^.*<textarea.*?name="wpTextbox1".*?>(.*?)</textarea>.*$""", \<br />
re.I | re.M | re.S)<br />
<br />
def _retrieve_page(self, url, headers=None, post=None):<br />
"""This function will retrieve and return the given URL"""<br />
<br />
opener = urllib.request.build_opener(urllib.request.HTTPCookieProcessor(self.cookiejar))<br />
data = None<br />
if post:<br />
data = urlencode(post)<br />
try:<br />
request = opener.open(url, data=data)<br />
except HTTPError as e:<br />
print('Request failed with HTTP error code: %s' % e.code)<br />
return (None, None)<br />
except URLError as e:<br />
print('Request to URL failed: %s' % e.reason)<br />
return (None, None)<br />
<br />
# Now, save the file [hack]<br />
filename = "/tmp/MWBot.download-%s" % uuid4()<br />
with open(filename, 'wb') as fh:<br />
fh.write(request.read())<br />
headers = request.headers<br />
<br />
# We need to read in and load the file<br />
with open(filename, 'r') as fh:<br />
result = fh.read()<br />
<br />
# Now remove the temporary file<br />
os.remove(filename)<br />
<br />
# Now, we should have the appropriate response page<br />
return (result,headers)<br />
<br />
def _list_request(self, args, keep, keepchildren=None, cont=None):<br />
"""This function will perform a basic request to the API for lists<br />
<br />
Parameters:<br />
The arguments for the request should be a dict in args, structured<br />
in the following manner: {'action': 'query', 'prop': '...} etc.<br />
<br />
The XML args desired should be stored in the list keep.<br />
<br />
If keepchildren is specified, then any child nodes in keepchildren<br />
will be have their first child's content saved<br />
<br />
If cont is true, then the query-continue field will be returned<br />
<br />
Returns:<br />
A list of all XML items found in keep. This will be a list of<br />
args in a dict.<br />
"""<br />
<br />
# First, we need to build the query URL<br />
# TODO: Sanitize inputs!<br />
url = self.url + "api.php"<br />
url += "?format=xml"<br />
for arg in args:<br />
url += "&%s=%s" % (quote_plus(arg), quote_plus(args[arg]))<br />
<br />
# Perform the actual request<br />
(result,headers) = self._retrieve_page(url)<br />
if not result:<br />
return False<br />
<br />
# Now, we need to parse the XML response<br />
# We are only going to keep the XML args specified in keep<br />
dom = minidom.parseString(result)<br />
<br />
# We want to keep stuff in the query<br />
query = dom.getElementsByTagName("api")[0]\<br />
.getElementsByTagName("query")[0]<br />
<br />
main_query = query.lastChild<br />
<br />
# We can look through all items to main_query,<br />
# saving items in keep<br />
list = []<br />
for item in main_query.childNodes:<br />
temp = {}<br />
# Grab all of the items<br />
for wanted in keep:<br />
temp[wanted] = item.getAttribute(wanted)<br />
if keepchildren:<br />
for child in keepchildren:<br />
content = item.getElementsByTagName(child)[0].firstChild.\<br />
firstChild.data<br />
temp[child] = content<br />
# Now, add this result to the global list<br />
list.append(temp)<br />
<br />
# Determine if we want to keep the continue<br />
new_cont = None<br />
if cont:<br />
try:<br />
query_continue = dom.getElementsByTagName("api")[0]\<br />
.getElementsByTagName("query-continue")[0]<br />
child = query_continue.firstChild<br />
new_cont = child.getAttribute(cont)<br />
except:<br />
new_cont = None<br />
<br />
if cont:<br />
return list, new_cont<br />
else:<br />
return cont<br />
<br />
def start_edit_page(self, title):<br />
"""Return the content of a page about to be edited"""<br />
<br />
# First, we need to get:<br />
# wpStarttime<br />
# wpEdittime<br />
# wpEditToken<br />
# wpSave<br />
# wpAutoSummary<br />
<br />
# We are going to need to request the "action=edit" page<br />
url = self.url + "index.php"<br />
url += "?title=" + quote_plus(title)<br />
url += "&action=edit"<br />
(editpage,editpage_headers) = self._retrieve_page(url)<br />
if not editpage:<br />
return False<br />
<br />
# Then, we can pass this page through our parser<br />
self.editparser = EditPageParser()<br />
self.editparser.feed(editpage)<br />
<br />
# Unfortunately, we cannot use the parser to grab the page content<br />
# (it breaks on brackets)<br />
# Thus, we will use regular expressions<br />
content = re.sub(self.wpTextbox1_sub, r"\g<1>", editpage)<br />
<br />
# We need to unescape this<br />
content = content.replace("&gt;", ">").replace("&lt;", "<")<br />
content = content.replace("&quot;", "\"").replace("&amp;", "&")<br />
content = content.rstrip()<br />
<br />
# We can now return the content to be modified<br />
return content<br />
<br />
def finish_edit_page(self, title, newcontent, summary):<br />
"""This will complete editing a given page"""<br />
<br />
# First, we need to construct the POST fields<br />
data = []<br />
data.append(("wpStarttime", self.editparser.wpStarttime))<br />
data.append(("wpEdittime", self.editparser.wpEdittime))<br />
data.append(("wpEditToken", self.editparser.wpEditToken))<br />
data.append(("wpSave", self.editparser.wpSave))<br />
data.append(("wpMinoredit", "1"))<br />
data.append(("wpAutoSummary", self.editparser.wpAutoSummary))<br />
<br />
# We need to include the new page contents as well as the edit summary<br />
data.append(("wpTextbox1", newcontent))<br />
data.append(("wpSummary", summary))<br />
<br />
# Now, we need to perform the actual request<br />
url = self.url + "index.php"<br />
url += "?title=" + quote_plus(title)<br />
url += "&action=submit"<br />
(editpage,editpage_headers) = self._retrieve_page(url, post=data)<br />
<br />
if not editpage:<br />
return False<br />
<br />
# We are done with the given editparser<br />
del self.editparser<br />
<br />
return True<br />
<br />
def edit_page(self, title, newcontent, summary):<br />
"""This will edit the give page"""<br />
<br />
# Load the page to be editted<br />
self.start_edit_page(title)<br />
<br />
# Then, finish the page and return the result<br />
return self.finish_edit_page(title, newcontent, summary)<br />
<br />
def get_embeddedin_pagetitles(self, pagetitle, cont=None):<br />
"""This will return a list of all page ids of pages embedded in<br />
<br />
Parameters:<br />
The title of the page being queried must be specified<br />
The title to continue at<br />
<br />
Returns:<br />
A list of the pageids of embedded pages<br />
The title to continue with<br />
<br />
Note: This will return the first 50 results.<br />
"""<br />
<br />
# First, we need to construct the query<br />
args = {}<br />
args["action"] = "query"<br />
args["list"] = "embeddedin"<br />
args["eititle"] = pagetitle<br />
args["eilimit"] = "50"<br />
if cont:<br />
args["eicontinue"] = cont<br />
<br />
# Now, we can query for the page<br />
keep = []<br />
keep.append("title")<br />
<br />
result, new_cont = self._list_request(args, keep, None, "eicontinue")<br />
if result == False:<br />
return False<br />
<br />
# To just return the page ids, we need to <br />
# move all of the data out of dictionaries<br />
titles = []<br />
for item in result:<br />
titles.append(item["title"])<br />
<br />
return titles, new_cont<br />
<br />
def get_page_contents(self, pageid=None, pagetitle=None):<br />
"""This will return the contents of a page<br />
<br />
Parameters:<br />
You can query for the particular page by either page id or page<br />
title. If pageid is set, then pagetitle will be ignored.<br />
<br />
Returns:<br />
The contents of the page<br />
"""<br />
<br />
# First, we need to construct the appropriate query<br />
args = {}<br />
args["action"] = "query"<br />
args["prop"] = "revisions"<br />
args["rvprop"] = "content"<br />
# Determine whether to use pageid or pagetitle<br />
if pageid:<br />
args["pageids"] = pageid<br />
else:<br />
args["titles"] = pagetitle<br />
<br />
# Now, we can query for the page<br />
keep = []<br />
keep.append("title")<br />
keepchildren = []<br />
keepchildren.append("revisions")<br />
<br />
result = self._list_request(args, keep, keepchildren)<br />
if result == False:<br />
return false<br />
<br />
return result[0]['revisions']<br />
<br />
def login(self, username, password):<br />
"""This will log in a given user<br />
<br />
Parameters:<br />
username - a string containing the username to log in as<br />
password - a string containing the password to use to login<br />
"""<br />
<br />
# We need to construct the login URL<br />
url = self.url + "api.php?format=xml"<br />
<br />
data = []<br />
data.append(("action", "login"))<br />
data.append(("lgname", username))<br />
data.append(("lgpassword", password))<br />
<br />
# Now, carry out the login request<br />
(page, headers) = self._retrieve_page(url, post=data)<br />
<br />
# Now, we need to parse and send the request again, but this time<br />
# with the login token as well<br />
dom = minidom.parseString(page)<br />
<br />
# We want to get the login token<br />
token = dom.getElementsByTagName("api")[0]\<br />
.getElementsByTagName("login")[0].getAttribute("token")<br />
data.append(("lgtoken", token))<br />
<br />
# Now, we want carry out the login request again<br />
(page, headers) = self._retrieve_page(url, post=data)<br />
<br />
# TODO: Carry out a "is this success" procedure<br />
if not page:<br />
return False<br />
<br />
return True</pre><br />
:The following shows how to use the above code.<br />
<pre>#!/usr/bin/python3.0<br />
<br />
# This program is free software: you can redistribute it and/or modify<br />
# it under the terms of the GNU General Public License as published by<br />
# the Free Software Foundation, either version 3 of the License, or<br />
# (at your option) any later version.<br />
#<br />
# This program is distributed in the hope that it will be useful,<br />
# but WITHOUT ANY WARRANTY; without even the implied warranty of<br />
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the<br />
# GNU General Public License for more details.<br />
#<br />
# You should have received a copy of the GNU General Public License<br />
# along with this program. If not, see <http://www.gnu.org/licenses/>.<br />
<br />
# We need to use the MWBot<br />
from mwbot import MWBot<br />
<br />
# We need to use regular expressions<br />
import re<br />
<br />
# Also, we want to flush output<br />
import sys<br />
<br />
# Load the bot specifically for D&D wiki<br />
bot = MWBot("http://www.dandwiki.com/w/")<br />
<br />
# First, login as Green Dragon<br />
bot.login("USERNAME", "PASSWORD")<br />
<br />
# We need some regular expressions to match<br />
authors_match = re.compile(r"""\|authors=.*?\n""", re.I | re.M | re.S)<br />
datecreated_match = re.compile(r"""\|datecreated=.*?\n""", re.I | re.M | re.S)<br />
adopters_match = re.compile(r"""\|adopters=.*?\n""", re.I | re.M | re.S)<br />
dateadopted_match = re.compile(r"""\|dateadopted=.*?\n""", re.I | re.M | re.S)<br />
<br />
# Retrieve the list of pages embedding Template:Author<br />
cont = None<br />
pages, cont = bot.get_embeddedin_pagetitles("Template:DnD Racial Paragon Class Infobox", cont=cont)<br />
while pages:<br />
<br />
print("Found pages: ")<br />
print(pages)<br />
print("\nWorking:")<br />
<br />
for page in pages:<br />
# Work on each page found<br />
print("\t> %s" % page, end="")<br />
sys.stdout.flush()<br />
<br />
# If this page contains a colon, warn it<br />
if page.find(":") != -1:<br />
with open('infobox_author_removal.badlist.txt', 'a') as fh:<br />
fh.write("WW\tPage name has a colon: %s\n" % page)<br />
<br />
# If the page is a talk page, don't touch it<br />
if page.find("talk:") != -1:<br />
print(" ! Will not edit talk page.")<br />
with open('infobox_author_removal.badlist.txt', 'a') as fh:<br />
fh.write("EE\tTried to modify talk page: %s\n" % page)<br />
continue<br />
<br />
# Grab the content from the page<br />
contents = bot.start_edit_page(page)<br />
contents_old = contents<br />
<br />
# Find and remove the |authors= part<br />
contents = re.sub(authors_match, "", contents)<br />
<br />
# Find and remove the |datecreated= part<br />
contents = re.sub(datecreated_match, "", contents)<br />
<br />
# Find and remove the |adopters= part<br />
contents = re.sub(adopters_match, "", contents)<br />
<br />
# Find and remove the |dateadopted= part<br />
contents = re.sub(dateadopted_match, "", contents)<br />
<br />
# Check and see if there was no change here<br />
if contents == contents_old:<br />
print(" ! ERROR: No change made")<br />
with open('infobox_author_removal.badlist.txt', 'a') as fh:<br />
fh.write("EE\tDid not make any change: %s\n" % page)<br />
continue<br />
<br />
# Save the new contents back<br />
success = bot.finish_edit_page(page, contents, r"""Removed history related parameters -- If necessary please use the "Watch this page" checkbox for authorship. Keep in mind "my preferences" -> "E-mail me when a page I'm watching is changed".""")<br />
if success == False:<br />
print(" ! unable to save changes.")<br />
with open('infobox_author_removal.badlist.txt', 'a') as fh:<br />
fh.write("EE\tUnable to save changes: %s\n" % page)<br />
else:<br />
print(" corrected.")<br />
<br />
print("")<br />
<br />
if cont == None:<br />
print("")<br />
print("No more continuation")<br />
sys.exit(0)<br />
<br />
# Load the next set of pages <br />
pages, cont = bot.get_embeddedin_pagetitles("Template:DnD Base Class Infobox", cont)<br />
<br />
print("Continue at:")<br />
print(cont)</pre><br />
:--[[User:Green Dragon|Green Dragon]] 20:48, 9 January 2012 (MST)<br />
<br />
<br />
== Deity Ranks ==<br />
For some reason their is an error with the deity pages. In the Divine Rank field, when you enter in an applicable information it comes up as {{{DR}}} on the actual page. --[[User:Milo v3|Milo High-Hill]] 05:55, 12 January 2012 (MST)<br />
<br />
== Forging your own items ==<br />
<br />
Hey! if you reach certain level, are you able to forge, or even create your own weapons, armor, ect. Cuz i wanna make "shell armor" (armor resembling the shell of an armadillo.) --[[User:Ja-Snake|Ja-Snake]] 22:38, 9 January 2012 (MST)<br />
<br />
:In which edition? In 4e they removed it because it did not fit the heroic intents of the game. Feel free to make the [[4e Equipment|armor]] and buy it though or make a [[4e Rules|variant rule]] about crafting in 4e. In 3.5e I would recommend making the item and then all you have to do is use [[SRD:Craft (Skill)|Craft]] (Armorsmithing) to make it in-game. --[[User:Green Dragon|Green Dragon]] 11:51, 10 January 2012 (MST)<br />
<br />
== Flaw submission problem ==<br />
<br />
Hi Green Dragon,<br />
Just signed up for D&D Wiki, though I've been here before.<br />
I'm trying to submit a character flaw, and the only thing that shows up on the character flaws page is the title, but none of the description and whatnot. Am I doing something wrong, or do the submissions have to be reviewed first? I'll paste the flaw here so maybe you can tell me if the coding is wrong or something... Thanks! =edit= Pasted it in and only that one line shows up.. Argh..<br />
<br />
{{3.5e Flaw <br />
|name= Large Breasts <br />
|types= General <br />
|summary= Generally, your large breasts tend to get in the way. <br />
|drawback= For whatever reason, your character has been quite well -ahem- endowed. As a result, ever since coming of age your character has noticed a few drawbacks. For one, any Acrobatic checks the character makes take a -5 penalty. The penalty is increased by 1 for each cup size the female has above D.<br />
Additionally, any time the character needs to squeeze through a tight spot, her breasts will get in the way again. Any time she has to squeeze through a small tunnel, doorway, escape through a small window, or even push her way through a group of people, she must make an Escape artist check equal to 10 + 1/2 her character level rounded down. The same rule of 1 added to the DC for each size larger than D cup size applies here as well. <br />
|roleplay= Generally this can be used for humor's sake, or for misfortune's sake that is up to your DM and how good of a sense of humor he has. I was a very humorous DM with a gentleman who had a curvy female Ninja, and invariably he would mess up the acrobatics roll, so we started joking about her breasts getting in the way, hence this flaw's creation; "Well Dustin, because you chose to build such a well rounded character... Would you care to roll your acrobatics check to jump from that rooftop to the next? A 19. Well normally that jump's DC would be 15. However, since you built such a 'well rounded' character, your DC was 21 because of her DD size chest you keep bragging about. Well luckily you did make the jump, but because of the unequal weight distribution, your character takes a bit of a tumble upon landing, and doesn't land on her feet but rather her stomach and face. She isn't hurt, well, maybe her pride is". <br />
<!-- Delete any of the following if they are not used --><br />
|prereqs= Must be FEMALE, Must have breasts of D size or greater <br />
|benefit= This flaw gives two benefits: 1 extra feat, and a +2 on Diplomacy checks with any male or female who is attracted to your character<br />
|normal=<br />
|special= The +2 to Diplomacy only works if your character has 16 Charisma or higher!<br />
}}<br />
<br />
---- <br />
{{3.5e Flaws Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Character Option]]<br />
[[Category:Flaw]]<br />
<br />
==Review Request System==<br />
<br />
I've noticed that it can be somewhat difficult to get reviews on user content, usually requiring contacting individual reviewers to ask for a review. Now, this system does work, but it is far from optimal, especially for newer users on the wiki. What I propose is a new template, say, <nowiki>{{requestreview}}</nowiki>, that would effectively generate a list of completed pages that the author would like feedback on. I don't know a lot about templates, but I don't think it should be especially difficult to start this up. It is my opinion that we'll end up with higher-quality pages overall if we do this. What do you think? -[[User:Silverkin|Silverkin]] 13:20, 24 January 2012 (MST)<br />
<br />
:That's not a bad idea (and it'd be really easy to implement -- just have the template add pages to [[:Category:NeedsReview]] or whatever). I see two flaws with it though. 1) a lot of people who post content... don't exactly stick around. We'd need some sort of criteria for removing pages from the category. This shouldn't be a big issue, really. 2) as I've argued [[Discussion:I think it's time to change the rating system|here]], the rating system is very much messed up and in need of a fix. We really should fix that before we ask people to use it. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 14:00, 24 January 2012 (MST)<br />
<br />
::The first issue could be fixed fairly easily, with a bot that removes the template if it was added over two weeks ago, although I don't know it that is feasible. Thus abandoned pages, or pages that have been rated, would drop off the list in two weeks.<br />
<br />
::I agree with you about the rating system being messed up, but it does provide a way to get feedback on pages. That is to say, it may not work well, but it's better than nothing. -[[User:Silverkin|Silverkin]] 14:43, 24 January 2012 (MST)<br />
<br />
:::I changed the protection for [[Template:Reviewing Template]]. Feel free to add a requestreview template and then I will lock it up again. --[[User:Green Dragon|Green Dragon]] 15:08, 24 January 2012 (MST)<br />
<br />
::::Okay, I think I did it right, but I'm not sure. I used the others as a guide for formatting, so it should work okay, but I'm notoriously bad at coding. My apologies if I broke the page. -[[User:Silverkin|Silverkin]] 16:21, 24 January 2012 (MST)<br />
<br />
:::::I locked [[Template:Reviewing Template]] back up. It looks good, and I think that after someone reviews the page the template can get removed. I don't think that we need a time frame. --[[User:Green Dragon|Green Dragon]] 17:13, 24 January 2012 (MST)<br />
<br />
::::::I'm not sure you understood the meaning behind the template. The idea was to provide a way for users to request feedback on a page through the rating system. I should have been more clear about that; looking back, I realize now that I wasn't at all clear about what I meant. -[[User:Silverkin|Silverkin]] 08:40, 25 January 2012 (MST)<br />
<br />
:::::::Well the rating system is not wiki-wide (since [[Meta Pages#Improving, Reviewing, and Removing Articles]] is a much better option). --[[User:Green Dragon|Green Dragon]] 09:54, 25 January 2012 (MST)<br />
<br />
== Trying to do this right. ==<br />
<br />
So I recently created an optimized character build, a melee oriented Dread Necromancer, and I was wondering if you could help me clean it up a bit (with formatting and such). I would like it too look professional, and I simply lack the wiki know how to do so.<br />
<br />
Please and thank you, <br />
Eonir<br />
<br />
<br />
Link: http://www.dandwiki.com/wiki/Melee_Specialized_Dread_Necromancer_(3.5e_Optimized_Character_Build)</div>Eonir777https://www.dandwiki.com/w/index.php?title=Melee_Specialized_Dread_Necromancer_(3.5e_Optimized_Character_Build)&diff=549115Melee Specialized Dread Necromancer (3.5e Optimized Character Build)2012-01-31T21:28:39Z<p>Eonir777: /* Game Rule Components */</p>
<hr />
<div>== Introduction ==<br />
The Dread Necromancer, the Scourge of the Living and Master of Undeath. This class which appears in the book Heroes of Horror is a wonderfully flavored class that can bring an entirely new feel to the table. The potential to have hordes of undead followers, full 9th level spellcasting, and some great class abilities can be very enticing options. I however took a different approach to my Dread Necromancer. While they don't like a class that would do all that well in melee (poor BAB and light armor) they can, with a little optimization, be truly terrifying forces on the battlefield.<br />
<br />
This build will look at a 20 level progression of the character I plan on using. In our campaign we might get into epic levels, but for the purposes of this build I will only go up to level 20. As a note, while this is a Dread Necromancer, I will not be going into the creation of undead, as there are already a ton of guides over it, and I really don't care all that much. I plan on doing some undead making, but only as a compliment to our party to help the rogue out. Most of my undead will just be skellies and zombies (of various size and ability).<br />
<br />
Formatting and spelling/grammar issue fixes are welcome, you won't hurt my pride.<br />
<br />
[[Image:Epic_Lucan.jpg|thumb|Prepare to Die]]<br />
<br />
== References ==<br />
<br />
Player's Handbook (duh), Players's Handbook 2 (for Duskblade), Magic Item Compendium (for stuff), Complete Mage (abjurant champion), Heroes of Horror (Dread Necromancer), Libris Mortis (for all the undead stuffs). Also multiple guides of the wizards and giantsintheplayround forums gave me a few ideas. <br />
<br />
== Game Rule Components ==<br />
<br />
Up to 8th level Dread Necromancer Spell casting, 1st level Duskblade Spell Casting (albiet at a Caster Level of 14 due to the Abjurant Champion ability Martial Arcanist), Charnel Touch (and all its varients thereof), and lastly Channeling from Duskblade.<br />
<br />
=== Items ===<br />
<br />
The best Greatsword you can get your hands on (preferably with Spell Strike (MiC), which allows you to allocate your weapons enhancement bonus to your spell saves), Rod of Undead Mastery (why not?), a Nightstick would be cool, and also a Gem of Arcane Steel (best one you can get). And of course it goes without saying that you want the best vest of resilience, cloak of charisma, belt of strength, and armor you can buy. Anything that can increase your melee survivability or spell prowess are welcome.<br />
<br />
=== Progression ===<br />
<br />
'''Starting Ability Scores (Before Racial Adjustments):''' Why had a 28 point buy, thus..<br />
[[SRD:Strength|Str]] 14<br />
[[SRD:Dexterity|Dex]] 8<br />
[[SRD:Constitution|Con]] 14<br />
[[SRD:Intelligence|Int]] 12<br />
[[SRD:Wisdom|Wis]]10<br />
[[SRD:Charisma|Cha]] 16.<br />
<br />
'''Race (Templates):''' [[SRD:Humans (Race)|Humans]] (for the feat). Necropolitian is a template that makes you an undead that you can get at level 3. This is a great template for a budding Dread Necromancer, however I did not take it (as such this build will not), because I think they're lame and I am a slave to fashion. If you chose to go Necropolitian however, do not take tomb-tainted soul at 1st level (unless your DM allows retraining) and allocate the points in constitution to something else (preferably strength or charisma).<br />
<br />
''Starting Racial Traits:'' Bonus Feat and Bonus skills.<br />
<br />
{| class="d20" style="text-align: left;" {{#vardefine: odd|0}}<br />
|- style="text-align: center;"<br />
! rowspan="2" | ECL<br />
! rowspan="2" | Class/HD/LA<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Feats<br />
! rowspan="2" | Class<br/>Features<br />
! rowspan="2" | Special<br />
|- style="text-align: center;"<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || Dread Necromancer || +0 || +0 || +0 || +2 || Tomb Tainted Soul, Spell Focus (Necromancy) || Charnel Touch, Rebuke Undead || Dread Necromancer Spellcasting (1st level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || Dread Necromancer || +1 || +0 || +0 || +3 || - || Lich Body (DR 2/magic and bludgeoning) || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || Dread Necromancer || +1 || +1 || +1 || +3 || Great Spell Focus (Necromancy) || Negative Energy Burst 1/day || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Advanced Learning, Mental Bastion || Dread Necromancer Spellcasting (2nd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Fear Aura || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || Dread Necromancer || +3 || +2 || +2 || +5 || Leadership/Corpsecrafter || Scabrous Touch || Dread Necromancer Spellcasting (3rd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || Dread Necromancer || +3 || +2 || +2 || +5 || - || Lich Body DR4, Summon Familiar || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || Dread Necromancer || +4 || +2 || +2 || +6 || - || Advanced Learning, Negative Energy Burst 2/day, UNDEAD MASTERY || Dread Necromancer Spellcasting (4th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || Duskblade || +5 || +6 || +2 || +8 || Corpsecrafter/Nimble Bones || Arcane Attunement, Armored Mage (Light) || Duskblade Spellcasting (1st level)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || Duskblade || +6/+1 || +7 || +2 || +9 || - || Combat Casting || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || Duskblade || +7/+2 || +7 || +3 || +9 || - || ARCANE CHANNELING || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || Abjurant Champion || +8/+3 || +7 || +3 || +11 || Nimble Bones/Destructive Retribution || Abjurant Armor, Extend Abjuration || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || Abjurant Champion || +9/+4 || +7 || +3 || +12 || - || Swift Abjuration || +1 level of Dread Necromancer Spellcasting (5th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || Abjurant Champion || +10/+5 || +8 || +4 || +12 || - || - || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || Abjurant Champion || +11/+6/+1 || +8 || +4 || +13 || Destructive Retribution/Empower Spell || Arcane Boost || +1 level of Dread Necromancer Spellcasting (6th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || Abjurant Champion || +12/+7/+2 || +8 || +4 || +13 || - || Martial Arcanist || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || Dread Necromancer || +12/+7/+2 || +9 || +5 || +13 || - || Negative Energy Resistance || Dread Necromancer Spellcasting (7th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || Empower Spell/Versatile Spellcasting || Light Fortification || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || - || Lich Body DR6, Scabrous Touch 2/day || Dread Necromancer Spellcasting (8th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || Dread Necromancer || +14/+9/+4 || +10 || +6 || +15 || - || Advanced Learning, Enervating Touch || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
=== Other Components ===<br />
<br />
The reanimating of undead can get expensive, so I suggest finding a way to pull in some extra income. Crafting items can be a great way. If you are playing a [[SRD:Alignment|neutral]] character, try to convince your fellow party members to chip in the price of onyxes (after all your minions will be taking most of the damage, not them), or if you are [[SRD:Alignment|evil]] (like me) you can always extort/rob random NPCs.<br />
<br />
== Highlights ==<br />
<br />
This build is designed to maximize your melee prowess WITH YOUR SPELLS. You are, I repeat ARE NOT, a Barbarian. You're damage comes from channeling nasty touch spells at EVERYTHING you can. The second you get 6th level spells, that becomes Harm. So Harm everything that moves. The raw damage from the greatsword helps, but most of your damage will be from spells. <br />
<br />
You are also going to need all the help you can get. Your BAB is alright, but not brilliant, and with a spell strike sword you will be switching most of your weapons enhancement bonus to your spell DCs. As a result of this get your minions to flank, have your wizard debuff everything (or buff you), and have your minions trip things. There is nothing funnier than watching the goody good Paladin take a channeled Harm to the face because he got tripped by your spiked chain wielding zombie.<br />
<br />
FEAR STACKING. The skill trick Never Outnumbered allows you to intimidate all enemies within 10 feat when you use intimidate against an opponent. Use that, then run in with your Fear Aura. This will bring your opponents to frightened, making them effectively useless. This is a great way to ensure victory in combat.<br />
<br />
A note on advanced learning: Advanced learning is a class feature that allows you to add necromancy spells from the wizard/sorcerer list that aren't on yours already. It is a nice feature, but ask your DM if you can pick up the warmage class feature Eclectic Learning instead. This will gain you access to some nice utilitarian spells that can be live savers.<br />
<br />
== How This Works?==<br />
<br />
This is basically what is going to go down...<br />
<br />
Tomb-Tainted Soul is going to allow you to heal yourself with negative energy, and since you have a class ability that gives you exactly that (Charnel Touch), you basically get free out of combat healing. Your first few levels will be rough, always being at full health between fights and DR will help, but remember your d6 hit die, you are not a barbarian. As soon as you can rebuke things successfully (level 2), go get some skeletons to supplement your melee abilites (and the rogues sure wont mind the extra flanking). <br />
<br />
At level 8 you can Animate Dead and Undead Mastery which means its time to take a break from adventuring and start creating your army. Your three levels in duskblade will grant your channeling and access to new spells for wands and such. Once you have channel spell and a decent BAB now is when you come to the forefront of combat. Spells like Bestow Curse, Inflict Critical Wounds, vampiric touch, and Enervation will be your bread and butter over the next few levels. <br />
<br />
Late game should be almost laughable. With your undead minions most adventures can be easily soloed (but that is no fun, so don't). All but the most resilient of enemies will fall to your spells such as slay living, harm, finger of death, and circle of death. And with your ridiculous amount of spells you will be casting something every round most likely.<br />
<br />
A note on your undead minions: A well equipped undead is a deadly undead. A zombie is not a threat, a giant zombie in full plate and a spiked chain is a considerable threat. Organize your minions into groups and protect the more vulnerable ones. That is all I will say about that however, if you want a comprehensive guide on how to handle your undead, google it. <br />
<br />
== Munchkin-Size Me ==<br />
<br />
Further optimizations: <br />
<br />
1. Be a Necropolitian. Like I said, I did not, because I think they're really lame, but that is just me. If you like being an undead nerd, go for it. If grants you all undead qualities and at relatively no cost. <br />
<br />
2. Get a Legacy Weapon. My DM gave me a legacy sword that allowed me to spend rebuke attempts to decrease the level of metamagic (similar to Divine Metamagic). Not to mention Legacy Weapons are just awesome.<br />
<br />
3. Be a Strongheart Halfing. Bonus Feats and you are small!<br />
<br />
4. Think outside of the box! You are a Dread Necromancer! The world is your playground and the lives of the pathetic mortals who walk it are your playthings. Take out Faction or City Leaders and replace them with undead under your control with a [[SRD:Hat of Disguise|Hat of Disguise]]. Unleash hordes of Wights into villages and watch the country side drown in undead. Become a vampire and get spawn(more undead)! Sacrifice (see BoVD for rules on that) those silly Paladins and use the experience to make stuff (I have an artificer in the party so we do that a lot). Use Magic Jars to possess things and watch the chaos ensue.<br />
<br />
== Side Notes ==<br />
<br />
On a roleplaying note, I suggest playing an Evil character. Dread Necromancers can be [[SRD:Alignment|neutral]], but you shouldn't be. This is a class for the truly depraved and wicked. You are a master of all that is evil and sentient life holds no value for you. Kill Paladins and bring them back as undead. Unleash disease upon the world. Let the world drown in your unholy might. [[SRD:Alignment|Neutral]] is legal, but [[SRD:Alignment|evil]] is way to go to take full advantage of the awesomeness this class can bring.<br />
<br />
=== Limitations ===<br />
<br />
Obviously if your DM outlaws any of the above mentioned books this build won't work. Also, make sure your DM is ok with everything this class can do. If your DM will never give you access to proper undead, or thinks that unleashing hordes of undead on his campaign setting is a bad thing, this build will still work, but it wont be nearly as fun. You will still rock at doing damage, but the class loses its flavor (you're better off playing a cleric).<br />
<br />
=== DM Counters ===<br />
<br />
CLERICS. A group of well armed and well trained clerics will ruin a Dread Necromancers day. Also limit the amount of undead the player can have access to. A campaign setting that has extreme restrictions on magic users/necromancy will also make the player do a lot more running and hiding.<br />
<br />
=== Miscellaneous ===<br />
<br />
As an after note, some of the above sections feel light (i.e. items), but I feel some of this is unnecasary. By now we should all know the magic items necessary to help out a character. Cloaks of charisma, vests of resistance, and other items to maintain melee survivability are all welcome additions.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:WotC Rules Only]]<!-- REMOVE THIS ENTIRE LINE IF THIS CHARACTER OPTIMIZATION USES RULES THAT ARE NOT FOUND WITHIN WOTC SOURCE BOOKS!!! --></div>Eonir777https://www.dandwiki.com/w/index.php?title=Melee_Specialized_Dread_Necromancer_(3.5e_Optimized_Character_Build)&diff=549114Melee Specialized Dread Necromancer (3.5e Optimized Character Build)2012-01-31T21:27:36Z<p>Eonir777: A Dread Necromancer who specializes in channeling his deadly spells through his sword. A truly terrifying melee fighter.</p>
<hr />
<div>== Introduction ==<br />
The Dread Necromancer, the Scourge of the Living and Master of Undeath. This class which appears in the book Heroes of Horror is a wonderfully flavored class that can bring an entirely new feel to the table. The potential to have hordes of undead followers, full 9th level spellcasting, and some great class abilities can be very enticing options. I however took a different approach to my Dread Necromancer. While they don't like a class that would do all that well in melee (poor BAB and light armor) they can, with a little optimization, be truly terrifying forces on the battlefield.<br />
<br />
This build will look at a 20 level progression of the character I plan on using. In our campaign we might get into epic levels, but for the purposes of this build I will only go up to level 20. As a note, while this is a Dread Necromancer, I will not be going into the creation of undead, as there are already a ton of guides over it, and I really don't care all that much. I plan on doing some undead making, but only as a compliment to our party to help the rogue out. Most of my undead will just be skellies and zombies (of various size and ability).<br />
<br />
Formatting and spelling/grammar issue fixes are welcome, you won't hurt my pride.<br />
<br />
[[Image:Epic_Lucan.jpg|thumb|Prepare to Die]]<br />
<br />
== References ==<br />
<br />
Player's Handbook (duh), Players's Handbook 2 (for Duskblade), Magic Item Compendium (for stuff), Complete Mage (abjurant champion), Heroes of Horror (Dread Necromancer), Libris Mortis (for all the undead stuffs). Also multiple guides of the wizards and giantsintheplayround forums gave me a few ideas. <br />
<br />
== Game Rule Components ==<br />
<br />
Up to 8th level Dread Necromancer Spell casting, 1st level Duskblade Spell Casting (albiet at a Caster Level of 14 due to the Abjurant Champion ability), Charnel Touch (and all its varients thereof), and lastly Channeling from Duskblade.<br />
<br />
=== Items ===<br />
<br />
The best Greatsword you can get your hands on (preferably with Spell Strike (MiC), which allows you to allocate your weapons enhancement bonus to your spell saves), Rod of Undead Mastery (why not?), a Nightstick would be cool, and also a Gem of Arcane Steel (best one you can get). And of course it goes without saying that you want the best vest of resilience, cloak of charisma, belt of strength, and armor you can buy. Anything that can increase your melee survivability or spell prowess are welcome.<br />
<br />
=== Progression ===<br />
<br />
'''Starting Ability Scores (Before Racial Adjustments):''' Why had a 28 point buy, thus..<br />
[[SRD:Strength|Str]] 14<br />
[[SRD:Dexterity|Dex]] 8<br />
[[SRD:Constitution|Con]] 14<br />
[[SRD:Intelligence|Int]] 12<br />
[[SRD:Wisdom|Wis]]10<br />
[[SRD:Charisma|Cha]] 16.<br />
<br />
'''Race (Templates):''' [[SRD:Humans (Race)|Humans]] (for the feat). Necropolitian is a template that makes you an undead that you can get at level 3. This is a great template for a budding Dread Necromancer, however I did not take it (as such this build will not), because I think they're lame and I am a slave to fashion. If you chose to go Necropolitian however, do not take tomb-tainted soul at 1st level (unless your DM allows retraining) and allocate the points in constitution to something else (preferably strength or charisma).<br />
<br />
''Starting Racial Traits:'' Bonus Feat and Bonus skills.<br />
<br />
{| class="d20" style="text-align: left;" {{#vardefine: odd|0}}<br />
|- style="text-align: center;"<br />
! rowspan="2" | ECL<br />
! rowspan="2" | Class/HD/LA<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Feats<br />
! rowspan="2" | Class<br/>Features<br />
! rowspan="2" | Special<br />
|- style="text-align: center;"<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || Dread Necromancer || +0 || +0 || +0 || +2 || Tomb Tainted Soul, Spell Focus (Necromancy) || Charnel Touch, Rebuke Undead || Dread Necromancer Spellcasting (1st level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || Dread Necromancer || +1 || +0 || +0 || +3 || - || Lich Body (DR 2/magic and bludgeoning) || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || Dread Necromancer || +1 || +1 || +1 || +3 || Great Spell Focus (Necromancy) || Negative Energy Burst 1/day || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Advanced Learning, Mental Bastion || Dread Necromancer Spellcasting (2nd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Fear Aura || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || Dread Necromancer || +3 || +2 || +2 || +5 || Leadership/Corpsecrafter || Scabrous Touch || Dread Necromancer Spellcasting (3rd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || Dread Necromancer || +3 || +2 || +2 || +5 || - || Lich Body DR4, Summon Familiar || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || Dread Necromancer || +4 || +2 || +2 || +6 || - || Advanced Learning, Negative Energy Burst 2/day, UNDEAD MASTERY || Dread Necromancer Spellcasting (4th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || Duskblade || +5 || +6 || +2 || +8 || Corpsecrafter/Nimble Bones || Arcane Attunement, Armored Mage (Light) || Duskblade Spellcasting (1st level)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || Duskblade || +6/+1 || +7 || +2 || +9 || - || Combat Casting || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || Duskblade || +7/+2 || +7 || +3 || +9 || - || ARCANE CHANNELING || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || Abjurant Champion || +8/+3 || +7 || +3 || +11 || Nimble Bones/Destructive Retribution || Abjurant Armor, Extend Abjuration || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || Abjurant Champion || +9/+4 || +7 || +3 || +12 || - || Swift Abjuration || +1 level of Dread Necromancer Spellcasting (5th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || Abjurant Champion || +10/+5 || +8 || +4 || +12 || - || - || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || Abjurant Champion || +11/+6/+1 || +8 || +4 || +13 || Destructive Retribution/Empower Spell || Arcane Boost || +1 level of Dread Necromancer Spellcasting (6th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || Abjurant Champion || +12/+7/+2 || +8 || +4 || +13 || - || Martial Arcanist || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || Dread Necromancer || +12/+7/+2 || +9 || +5 || +13 || - || Negative Energy Resistance || Dread Necromancer Spellcasting (7th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || Empower Spell/Versatile Spellcasting || Light Fortification || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || - || Lich Body DR6, Scabrous Touch 2/day || Dread Necromancer Spellcasting (8th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || Dread Necromancer || +14/+9/+4 || +10 || +6 || +15 || - || Advanced Learning, Enervating Touch || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
=== Other Components ===<br />
<br />
The reanimating of undead can get expensive, so I suggest finding a way to pull in some extra income. Crafting items can be a great way. If you are playing a [[SRD:Alignment|neutral]] character, try to convince your fellow party members to chip in the price of onyxes (after all your minions will be taking most of the damage, not them), or if you are [[SRD:Alignment|evil]] (like me) you can always extort/rob random NPCs.<br />
<br />
== Highlights ==<br />
<br />
This build is designed to maximize your melee prowess WITH YOUR SPELLS. You are, I repeat ARE NOT, a Barbarian. You're damage comes from channeling nasty touch spells at EVERYTHING you can. The second you get 6th level spells, that becomes Harm. So Harm everything that moves. The raw damage from the greatsword helps, but most of your damage will be from spells. <br />
<br />
You are also going to need all the help you can get. Your BAB is alright, but not brilliant, and with a spell strike sword you will be switching most of your weapons enhancement bonus to your spell DCs. As a result of this get your minions to flank, have your wizard debuff everything (or buff you), and have your minions trip things. There is nothing funnier than watching the goody good Paladin take a channeled Harm to the face because he got tripped by your spiked chain wielding zombie.<br />
<br />
FEAR STACKING. The skill trick Never Outnumbered allows you to intimidate all enemies within 10 feat when you use intimidate against an opponent. Use that, then run in with your Fear Aura. This will bring your opponents to frightened, making them effectively useless. This is a great way to ensure victory in combat.<br />
<br />
A note on advanced learning: Advanced learning is a class feature that allows you to add necromancy spells from the wizard/sorcerer list that aren't on yours already. It is a nice feature, but ask your DM if you can pick up the warmage class feature Eclectic Learning instead. This will gain you access to some nice utilitarian spells that can be live savers.<br />
<br />
== How This Works?==<br />
<br />
This is basically what is going to go down...<br />
<br />
Tomb-Tainted Soul is going to allow you to heal yourself with negative energy, and since you have a class ability that gives you exactly that (Charnel Touch), you basically get free out of combat healing. Your first few levels will be rough, always being at full health between fights and DR will help, but remember your d6 hit die, you are not a barbarian. As soon as you can rebuke things successfully (level 2), go get some skeletons to supplement your melee abilites (and the rogues sure wont mind the extra flanking). <br />
<br />
At level 8 you can Animate Dead and Undead Mastery which means its time to take a break from adventuring and start creating your army. Your three levels in duskblade will grant your channeling and access to new spells for wands and such. Once you have channel spell and a decent BAB now is when you come to the forefront of combat. Spells like Bestow Curse, Inflict Critical Wounds, vampiric touch, and Enervation will be your bread and butter over the next few levels. <br />
<br />
Late game should be almost laughable. With your undead minions most adventures can be easily soloed (but that is no fun, so don't). All but the most resilient of enemies will fall to your spells such as slay living, harm, finger of death, and circle of death. And with your ridiculous amount of spells you will be casting something every round most likely.<br />
<br />
A note on your undead minions: A well equipped undead is a deadly undead. A zombie is not a threat, a giant zombie in full plate and a spiked chain is a considerable threat. Organize your minions into groups and protect the more vulnerable ones. That is all I will say about that however, if you want a comprehensive guide on how to handle your undead, google it. <br />
<br />
== Munchkin-Size Me ==<br />
<br />
Further optimizations: <br />
<br />
1. Be a Necropolitian. Like I said, I did not, because I think they're really lame, but that is just me. If you like being an undead nerd, go for it. If grants you all undead qualities and at relatively no cost. <br />
<br />
2. Get a Legacy Weapon. My DM gave me a legacy sword that allowed me to spend rebuke attempts to decrease the level of metamagic (similar to Divine Metamagic). Not to mention Legacy Weapons are just awesome.<br />
<br />
3. Be a Strongheart Halfing. Bonus Feats and you are small!<br />
<br />
4. Think outside of the box! You are a Dread Necromancer! The world is your playground and the lives of the pathetic mortals who walk it are your playthings. Take out Faction or City Leaders and replace them with undead under your control with a [[SRD:Hat of Disguise|Hat of Disguise]]. Unleash hordes of Wights into villages and watch the country side drown in undead. Become a vampire and get spawn(more undead)! Sacrifice (see BoVD for rules on that) those silly Paladins and use the experience to make stuff (I have an artificer in the party so we do that a lot). Use Magic Jars to possess things and watch the chaos ensue.<br />
<br />
== Side Notes ==<br />
<br />
On a roleplaying note, I suggest playing an Evil character. Dread Necromancers can be [[SRD:Alignment|neutral]], but you shouldn't be. This is a class for the truly depraved and wicked. You are a master of all that is evil and sentient life holds no value for you. Kill Paladins and bring them back as undead. Unleash disease upon the world. Let the world drown in your unholy might. [[SRD:Alignment|Neutral]] is legal, but [[SRD:Alignment|evil]] is way to go to take full advantage of the awesomeness this class can bring.<br />
<br />
=== Limitations ===<br />
<br />
Obviously if your DM outlaws any of the above mentioned books this build won't work. Also, make sure your DM is ok with everything this class can do. If your DM will never give you access to proper undead, or thinks that unleashing hordes of undead on his campaign setting is a bad thing, this build will still work, but it wont be nearly as fun. You will still rock at doing damage, but the class loses its flavor (you're better off playing a cleric).<br />
<br />
=== DM Counters ===<br />
<br />
CLERICS. A group of well armed and well trained clerics will ruin a Dread Necromancers day. Also limit the amount of undead the player can have access to. A campaign setting that has extreme restrictions on magic users/necromancy will also make the player do a lot more running and hiding.<br />
<br />
=== Miscellaneous ===<br />
<br />
As an after note, some of the above sections feel light (i.e. items), but I feel some of this is unnecasary. By now we should all know the magic items necessary to help out a character. Cloaks of charisma, vests of resistance, and other items to maintain melee survivability are all welcome additions.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:WotC Rules Only]]<!-- REMOVE THIS ENTIRE LINE IF THIS CHARACTER OPTIMIZATION USES RULES THAT ARE NOT FOUND WITHIN WOTC SOURCE BOOKS!!! --></div>Eonir777https://www.dandwiki.com/w/index.php?title=Melee_Specialized_Dread_Necromancer_(3.5e_Optimized_Character_Build)&diff=549113Melee Specialized Dread Necromancer (3.5e Optimized Character Build)2012-01-31T21:21:33Z<p>Eonir777: </p>
<hr />
<div>== Introduction ==<br />
The Dread Necromancer, the Scourge of the Living and Master of Undeath. This class which appears in the book Heroes of Horror is a wonderfully flavored class that can bring an entirely new feel to the table. The potential to have hordes of undead followers, full 9th level spellcasting, and some great class abilities can be very enticing options. I however took a different approach to my Dread Necromancer. While they don't like a class that would do all that well in melee (poor BAB and light armor) they can, with a little optimization, be truly terrifying forces on the battlefield.<br />
<br />
This build will look at a 20 level progression of the character I plan on using. In our campaign we might get into epic levels, but for the purposes of this build I will only go up to level 20. As a note, while this is a Dread Necromancer, I will not be going into the creation of undead, as there are already a ton of guides over it, and I really don't care all that much. I plan on doing some undead making, but only as a compliment to our party to help the rogue out. Most of my undead will just be skellies and zombies (of various size and ability).<br />
<br />
Formatting and spelling/grammar issue fixes are welcome, you won't hurt my pride.<br />
<br />
[[Image:Epic_Lucan.jpg|thumb|Prepare to Die]]<br />
<br />
== References ==<br />
<br />
Player's Handbook (duh), Players's Handbook 2 (for Duskblade), Magic Item Compendium (for stuff), Complete Mage (abjurant champion), Heroes of Horror (Dread Necromancer), Libris Mortis (for all the undead stuffs). Also multiple guides of the wizards and giantsintheplayround forums gave me a few ideas. <br />
<br />
== Game Rule Components ==<br />
<br />
Up to 8th level Dread Necromancer Spell casting, 1st level Duskblade Spell Casting (albiet at a Caster Level of 14 due to the Abjurant Champion ability), Charnel Touch (and all its varients thereof), and lastly Channeling from Duskblade.<br />
<br />
=== Items ===<br />
<br />
The best Greatsword you can get your hands on (preferably with Spell Strike (MiC), which allows you to allocate your weapons enhancement bonus to your spell saves), Rod of Undead Mastery (why not?), a Nightstick would be cool, and also a Gem of Arcane Steel (best one you can get). And of course it goes without saying that you want the best vest of resilience, cloak of charisma, belt of strength, and armor you can buy. Anything that can increase your melee survivability or spell prowess are welcome.<br />
<br />
=== Progression ===<br />
<br />
'''Starting Ability Scores (Before Racial Adjustments):''' Why had a 28 point buy, thus..<br />
[[SRD:Strength|Str]] 14<br />
[[SRD:Dexterity|Dex]] 8<br />
[[SRD:Constitution|Con]] 14<br />
[[SRD:Intelligence|Int]] 12<br />
[[SRD:Wisdom|Wis]]10<br />
[[SRD:Charisma|Cha]] 16.<br />
<br />
'''Race (Templates):''' [[SRD:Humans (Race)|Humans]] (for the feat). Necropolitian is a template that makes you an undead that you can get at level 3. This is a great template for a budding Dread Necromancer, however I did not take it (as such this build will not), because I think they're lame and I am a slave to fashion. If you chose to go Necropolitian however, do not take tomb-tainted soul at 1st level (unless your DM allows retraining) and allocate the points in constitution to something else (preferably strength or charisma).<br />
<br />
''Starting Racial Traits:'' Bonus Feat and Bonus skills.<br />
<br />
{| class="d20" style="text-align: left;" {{#vardefine: odd|0}}<br />
|- style="text-align: center;"<br />
! rowspan="2" | ECL<br />
! rowspan="2" | Class/HD/LA<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Feats<br />
! rowspan="2" | Class<br/>Features<br />
! rowspan="2" | Special<br />
|- style="text-align: center;"<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || Dread Necromancer || +0 || +0 || +0 || +2 || Tomb Tainted Soul, Spell Focus (Necromancy) || Charnel Touch, Rebuke Undead || Dread Necromancer Spellcasting (1st level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || Dread Necromancer || +1 || +0 || +0 || +3 || - || Lich Body (DR 2/magic and bludgeoning) || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || Dread Necromancer || +1 || +1 || +1 || +3 || Great Spell Focus (Necromancy) || Negative Energy Burst 1/day || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Advanced Learning, Mental Bastion || Dread Necromancer Spellcasting (2nd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Fear Aura || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || Dread Necromancer || +3 || +2 || +2 || +5 || Leadership/Corpsecrafter || Scabrous Touch || Dread Necromancer Spellcasting (3rd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || Dread Necromancer || +3 || +2 || +2 || +5 || - || Lich Body DR4, Summon Familiar || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || Dread Necromancer || +4 || +2 || +2 || +6 || - || Advanced Learning, Negative Energy Burst 2/day, UNDEAD MASTERY || Dread Necromancer Spellcasting (4th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || Duskblade || +5 || +6 || +2 || +8 || Corpsecrafter/Nimble Bones || Arcane Attunement, Armored Mage (Light) || Duskblade Spellcasting (1st level)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || Duskblade || +6/+1 || +7 || +2 || +9 || - || Combat Casting || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || Duskblade || +7/+2 || +7 || +3 || +9 || - || ARCANE CHANNELING || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || Abjurant Champion || +8/+3 || +7 || +3 || +11 || Nimble Bones/Destructive Retribution || Abjurant Armor, Extend Abjuration || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || Abjurant Champion || +9/+4 || +7 || +3 || +12 || - || Swift Abjuration || +1 level of Dread Necromancer Spellcasting (5th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || Abjurant Champion || +10/+5 || +8 || +4 || +12 || - || - || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || Abjurant Champion || +11/+6/+1 || +8 || +4 || +13 || Destructive Retribution/Empower Spell || Arcane Boost || +1 level of Dread Necromancer Spellcasting (6th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || Abjurant Champion || +12/+7/+2 || +8 || +4 || +13 || - || Martial Arcanist || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || Dread Necromancer || +12/+7/+2 || +9 || +5 || +13 || - || Negative Energy Resistance || Dread Necromancer Spellcasting (7th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || Empower Spell/Versatile Spellcasting || Light Fortification || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || - || Lich Body DR6, Scabrous Touch 2/day || Dread Necromancer Spellcasting (8th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || Dread Necromancer || +14/+9/+4 || +10 || +6 || +15 || - || Advanced Learning, Enervating Touch || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
=== Other Components ===<br />
<br />
The reanimating of undead can get expensive, so I suggest finding a way to pull in some extra income. Crafting items can be a great way. If you are playing a [[SRD:Alignment|neutral]] character, try to convince your fellow party members to chip in the price of onyxes (after all your minions will be taking most of the damage, not them), or if you are [[SRD:Alignment|evil]] (like me) you can always extort/rob random NPCs.<br />
<br />
== Highlights ==<br />
<br />
This build is designed to maximize your melee prowess WITH YOUR SPELLS. You are, I repeat ARE NOT, a Barbarian. You're damage comes from channeling nasty touch spells at EVERYTHING you can. The second you get 6th level spells, that becomes Harm. So Harm everything that moves. The raw damage from the greatsword helps, but most of your damage will be from spells. <br />
<br />
You are also going to need all the help you can get. Your BAB is alright, but not brilliant, and with a spell strike sword you will be switching most of your weapons enhancement bonus to your spell DCs. As a result of this get your minions to flank, have your wizard debuff everything (or buff you), and have your minions trip things. There is nothing funnier than watching the goody good Paladin take a channeled Harm to the face because he got tripped by your spiked chain wielding zombie.<br />
<br />
A note on advanced learning: Advanced learning is a class feature that allows you to add necromancy spells from the wizard/sorcerer list that aren't on yours already. It is a nice feature, but ask your DM if you can pick up the warmage class feature Eclectic Learning instead. This will gain you access to some nice utilitarian spells that can be live savers.<br />
<br />
== How This Works?==<br />
<br />
This is basically what is going to go down...<br />
<br />
Tomb-Tainted Soul is going to allow you to heal yourself with negative energy, and since you have a class ability that gives you exactly that (Charnel Touch), you basically get free out of combat healing. Your first few levels will be rough, always being at full health between fights and DR will help, but remember your d6 hit die, you are not a barbarian. As soon as you can rebuke things successfully (level 2), go get some skeletons to supplement your melee abilites (and the rogues sure wont mind the extra flanking). <br />
<br />
At level 8 you can Animate Dead and Undead Mastery which means its time to take a break from adventuring and start creating your army. Your three levels in duskblade will grant your channeling and access to new spells for wands and such. Once you have channel spell and a decent BAB now is when you come to the forefront of combat. Spells like Bestow Curse, Inflict Critical Wounds, vampiric touch, and Enervation will be your bread and butter over the next few levels. <br />
<br />
Late game should be almost laughable. With your undead minions most adventures can be easily soloed (but that is no fun, so don't). All but the most resilient of enemies will fall to your spells such as slay living, harm, finger of death, and circle of death. And with your ridiculous amount of spells you will be casting something every round most likely.<br />
<br />
A note on your undead minions: A well equipped undead is a deadly undead. A zombie is not a threat, a giant zombie in full plate and a spiked chain is a considerable threat. Organize your minions into groups and protect the more vulnerable ones. That is all I will say about that however, if you want a comprehensive guide on how to handle your undead, google it. <br />
<br />
== Munchkin-Size Me ==<br />
<br />
Further optimizations: <br />
<br />
1. Be a Necropolitian. Like I said, I did not, because I think they're really lame, but that is just me. If you like being an undead nerd, go for it. If grants you all undead qualities and at relatively no cost. <br />
<br />
2. Get a Legacy Weapon. My DM gave me a legacy sword that allowed me to spend rebuke attempts to decrease the level of metamagic (similar to Divine Metamagic). Not to mention Legacy Weapons are just awesome.<br />
<br />
3. Be a Strongheart Halfing. Bonus Feats and you are small!<br />
<br />
4. Think outside of the box! You are a Dread Necromancer! The world is your playground and the lives of the pathetic mortals who walk it are your playthings. Take out Faction or City Leaders and replace them with undead under your control with a [[SRD:Hat of Disguise|Hat of Disguise]]. Unleash hordes of Wights into villages and watch the country side drown in undead. Become a vampire and get spawn(more undead)! Sacrifice (see BoVD for rules on that) those silly Paladins and use the experience to make stuff (I have an artificer in the party so we do that a lot). Use Magic Jars to possess things and watch the chaos ensue.<br />
<br />
== Side Notes ==<br />
<br />
On a roleplaying note, I suggest playing an Evil character. Dread Necromancers can be [[SRD:Alignment|neutral]], but you shouldn't be. This is a class for the truly depraved and wicked. You are a master of all that is evil and sentient life holds no value for you. Kill Paladins and bring them back as undead. Unleash disease upon the world. Let the world drown in your unholy might. [[SRD:Alignment|Neutral]] is legal, but [[SRD:Alignment|evil]] is way to go to take full advantage of the awesomeness this class can bring.<br />
<br />
=== Limitations ===<br />
<br />
Obviously if your DM outlaws any of the above mentioned books this build won't work. Also, make sure your DM is ok with everything this class can do. If your DM will never give you access to proper undead, or thinks that unleashing hordes of undead on his campaign setting is a bad thing, this build will still work, but it wont be nearly as fun. You will still rock at doing damage, but the class loses its flavor (you're better off playing a cleric).<br />
<br />
=== DM Counters ===<br />
<br />
CLERICS. A group of well armed and well trained clerics will ruin a Dread Necromancers day. Also limit the amount of undead the player can have access to. A campaign setting that has extreme restrictions on magic users/necromancy will also make the player do a lot more running and hiding.<br />
<br />
=== Miscellaneous ===<br />
<br />
As an after note, some of the above sections feel light (i.e. items), but I feel some of this is unnecasary. By now we should all know the magic items necessary to help out a character. Cloaks of charisma, vests of resistance, and other items to maintain melee survivability are all welcome additions.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:WotC Rules Only]]<!-- REMOVE THIS ENTIRE LINE IF THIS CHARACTER OPTIMIZATION USES RULES THAT ARE NOT FOUND WITHIN WOTC SOURCE BOOKS!!! --></div>Eonir777https://www.dandwiki.com/w/index.php?title=Melee_Specialized_Dread_Necromancer_(3.5e_Optimized_Character_Build)&diff=549096Melee Specialized Dread Necromancer (3.5e Optimized Character Build)2012-01-31T19:16:16Z<p>Eonir777: </p>
<hr />
<div>== Introduction ==<br />
<br />
So this is the 20th level progression of the character I plan on using. In our campaign we might get into epic levels, but for the purposes of this build I will only go up to level 20. As a note, while this is a Dread Necromancer, I will not be going into the creation of undead, as there are already a ton of guides over it, and I really don't care all that much. I plan on doing some undead making, but only as a compliment to our party to help the rogue out. Most of my undead will just be skellies and zombies (of various size and ability).<br />
<br />
Formatting and spelling/grammar issue fixes are welcome, you won't hurt my pride.<br />
<br />
[[Image:Epic_Lucan.jpg|thumb|Prepare to Die]]<br />
<br />
== References ==<br />
<br />
Player's Handbook (duh), Players's Handbook 2 (for Duskblade), Magic Item Compendium (for stuff), Complete Mage (abjurant champion), Heroes of Horror (Dread Necromancer), Libris Mortis (for all the undead stuffs). Also multiple guides of the wizards and giantsintheplayround forums gave me a few ideas. <br />
<br />
== Game Rule Components ==<br />
<br />
Up to 8th level Dread Necromancer Spell casting, 1st level Duskblade Spell Casting (albiet at a Caster Level of 14 due to the Abjurant Champion ability), Charnel Touch (and all its varients thereof), and lastly Channeling from Duskblade.<br />
<br />
=== Items ===<br />
<br />
The best Greatsword you can get your hands on (preferably with Spell Strike (MiC), which allows you to allocate your weapons enhancement bonus to your spell saves), Rod of Undead Mastery (why not?), a Nightstick would be cool, and also a Gem of Arcane Steel (best one you can get).<br />
<br />
=== Progression ===<br />
<br />
'''Starting Ability Scores (Before Racial Adjustments):''' Why had a 28 point buy, thus..<br />
[[SRD:Strength|Str]] 14<br />
[[SRD:Dexterity|Dex]] 8<br />
[[SRD:Constitution|Con]] 14<br />
[[SRD:Intelligence|Int]] 12<br />
[[SRD:Wisdom|Wis]]10<br />
[[SRD:Charisma|Cha]] 16.<br />
<br />
'''Race (Templates):''' [[SRD:Humans (Race)|humans]] (for the feat). Necropolitian is a template that makes you an undead that you can get at level 3. This is a great template for a budding Dread Necromancer, however I did not take it (as such this build will not), because I think they're lame and I am a slave to fashion. If you chose to go Necropolitian however, do not take tomb-tainted soul at 1st level (unless your DM allows retraining) and allocate the points in constitution to something else (preferably strength or charisma).<br />
<br />
''Starting Racial Traits:'' Bonus Feat and Bonus skills.<br />
<br />
{| class="d20" style="text-align: left;" {{#vardefine: odd|0}}<br />
|- style="text-align: center;"<br />
! rowspan="2" | ECL<br />
! rowspan="2" | Class/HD/LA<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Feats<br />
! rowspan="2" | Class<br/>Features<br />
! rowspan="2" | Special<br />
|- style="text-align: center;"<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || Dread Necromancer || +0 || +0 || +0 || +2 || Tomb Tainted Soul, Spell Focus (Necromancy) || Charnel Touch, Rebuke Undead || Dread Necromancer Spellcasting (1st level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || Dread Necromancer || +1 || +0 || +0 || +3 || - || Lich Body (DR 2/magic and bludgeoning) || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || Dread Necromancer || +1 || +1 || +1 || +3 || Great Spell Focus (Necromancy) || Negative Energy Burst 1/day || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Advanced Learning, Mental Bastion || Dread Necromancer Spellcasting (2nd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Fear Aura || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || Dread Necromancer || +3 || +2 || +2 || +5 || Leadership/Corpsecrafter || Scabrous Touch || Dread Necromancer Spellcasting (3rd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || Dread Necromancer || +3 || +2 || +2 || +5 || - || Lich Body DR4, Summon Familiar || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || Dread Necromancer || +4 || +2 || +2 || +6 || - || Advanced Learning, Negative Energy Burst 2/day, UNDEAD MASTERY || Dread Necromancer Spellcasting (4th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || Duskblade || +5 || +6 || +2 || +8 || Corpsecrafter/Nimble Bones || Arcane Attunement, Armored Mage (Light) || Duskblade Spellcasting (1st level)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || Duskblade || +6/+1 || +7 || +2 || +9 || - || Combat Casting || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || Duskblade || +7/+2 || +7 || +3 || +9 || - || ARCANE CHANNELING || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || Abjurant Champion || +8/+3 || +7 || +3 || +11 || Nimble Bones/Destructive Retribution || Abjurant Armor, Extend Abjuration || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || Abjurant Champion || +9/+4 || +7 || +3 || +12 || - || Swift Abjuration || +1 level of Dread Necromancer Spellcasting (5th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || Abjurant Champion || +10/+5 || +8 || +4 || +12 || - || - || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || Abjurant Champion || +11/+6/+1 || +8 || +4 || +13 || Destructive Retribution/Empower Spell || Arcane Boost || +1 level of Dread Necromancer Spellcasting (6th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || Abjurant Champion || +12/+7/+2 || +8 || +4 || +13 || - || Martial Arcanist || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || Dread Necromancer || +12/+7/+2 || +9 || +5 || +13 || - || Negative Energy Resistance || Dread Necromancer Spellcasting (7th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || Empower Spell/Versatile Spellcasting || Light Fortification || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || - || Lich Body DR6, Scabrous Touch 2/day || Dread Necromancer Spellcasting (8th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || Dread Necromancer || +14/+9/+4 || +10 || +6 || +15 || - || Advanced Learning, Enervating Touch || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
=== Other Components ===<br />
<br />
The reanimating of undead can get expensive, so I suggest finding a way to pull in some extra income. Crafting items can be a great way. If you are playing a [[SRD:Alignment|neutral]] character, try to convince your fellow party members to chip in the price of onyxes (after all your minions will be taking most of the damage, not them), or if you are [[SRD:Alignment|evil]] (like me) you can always extort/rob random NPCs.<br />
<br />
== Highlights ==<br />
<br />
This build is designed to maximize your melee prowess WITH YOUR SPELLS. You are, I repeat ARE NOT, a Barbarian. You're damage comes from channeling nasty touch spells at EVERYTHING you can. The second you get 6th level spells, that becomes Harm. So Harm everything that moves. The raw damage from the greatsword helps, but most of your damage will be from spells. <br />
<br />
You are also going to need all the help you can get. Your BAB is alright, but not brilliant, and with a spell strike sword you will be switching most of your weapons enhancement bonus to your spell DCs. As a result of this get your minions to flank, have your wizard debuff everything (or buff you), and have your minions trip things. There is nothing funnier than watching the goody good Paladin take a channeled Harm to the face because he got tripped by your spiked chain wielding zombie.<br />
<br />
== Munchkin-Size Me ==<br />
<br />
Further optimizations: <br />
<br />
1. Be a Necropolitian. Like I said, I did not, because I think they're really lame, but that is just me. If you like being an undead nerd, go for it. If grants you all undead qualities and at relatively no cost. <br />
<br />
2. Get a Legacy Weapon. My DM gave me a legacy sword that allowed me to spend rebuke attempts to decrease the level of metamagic (similar to Divine Metamagic). Not to mention Legacy Weapons are just awesome.<br />
<br />
3. Be a Strongheart Halfing. Bonus Feats and you are small!<br />
<br />
4. Think outside of the box! You are a Dread Necromancer! The world is your playground and the lives of the pathetic mortals who walk it are your playthings. Take out Faction or City Leaders and replace them with undead under your control with a [[SRD:Hat of Disguise|Hat of Disguise]]. Unleash hordes of Wights into villages and watch the country side drown in undead. Become a vampire and get spawn(more undead)! Sacrifice (see BoVD for rules on that) those silly Paladins and use the experience to make stuff (I have an artificer in the party so we do that a lot). Use Magic Jars to possess things and watch the chaos ensue.<br />
<br />
== Side Notes ==<br />
<br />
On a roleplaying note, I suggest playing an Evil character. Dread Necromancers can be [[SRD:Alignment|neutral]], but you shouldn't be. This is a class for the truly depraved and wicked. You are a master of all that is evil and sentient life holds no value for you. Kill Paladins and bring them back as undead. Unleash disease upon the world. Let the world drown in your unholy might. [[SRD:Alignment|neutral]] is legal, but [[SRD:Alignment|evil]] is way to go to take full advantage of the awesomeness this class can bring.<br />
<br />
=== Limitations ===<br />
<br />
Obviously if your DM outlaws any of the above mentioned books this build won't work. Also, make sure your DM is ok with everything this class can do. If your DM will never give you access to proper undead, or thinks that unleashing hordes of undead on his campaign setting is a bad thing, this build will still work, but it wont be nearly as fun. You will still rock at doing damage, but the class loses its flavor (you're better off playing a cleric).<br />
<br />
=== DM Counters ===<br />
<br />
CLERICS. A group of well armed and well trained clerics will ruin a Dread Necromancers day. Also limit the amount of undead the player can have access to. A campaign setting that has extreme restrictions on magic users/necromancy will also make the player do a lot more running and hiding.<br />
<br />
=== Miscellaneous ===<br />
<br />
As an after note, some of the above sections feel light (i.e. items), but I feel some of this is unnecasary. By now we should all know the magic items necessary to help out a character. Cloaks of charisma, vests of resistance, and other items to maintain melee survivability are all welcome additions.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:WotC Rules Only]]<!-- REMOVE THIS ENTIRE LINE IF THIS CHARACTER OPTIMIZATION USES RULES THAT ARE NOT FOUND WITHIN WOTC SOURCE BOOKS!!! --></div>Eonir777https://www.dandwiki.com/w/index.php?title=Melee_Specialized_Dread_Necromancer_(3.5e_Optimized_Character_Build)&diff=549091Melee Specialized Dread Necromancer (3.5e Optimized Character Build)2012-01-31T19:08:29Z<p>Eonir777: </p>
<hr />
<div>== Introduction ==<br />
<br />
So this is the 20th level progression of the character I plan on using. In our campaign we might get into epic levels, but for the purposes of this build I will only go up to level 20. As a note, while this is a Dread Necromancer, I will not be going into the creation of undead, as there are already a ton of guides over it, and I really don't care all that much. I plan on doing some undead making, but only as a compliment to our party to help the rogue out. Most of my undead will just be skellies and zombies (of various size and ability).<br />
<br />
Formatting and spelling/grammar issue fixes are welcome, you won't hurt my pride.<br />
<br />
[[Image:Epic_Lucan.jpg|thumb|Prepare to Die]]<br />
<br />
== References ==<br />
<br />
Player's Handbook (duh), Players's Handbook 2 (for Duskblade), Magic Item Compendium (for stuff), Complete Mage (abjurant champion), Heroes of Horror (Dread Necromancer), Libris Mortis (for all the undead stuffs). Also multiple guides of the wizards and giantsintheplayround forums gave me a few ideas. <br />
<br />
== Game Rule Components ==<br />
<br />
Up to 8th level Dread Necromancer Spell casting, 1st level Duskblade Spell Casting (albiet at a Caster Level of 14 due to the Abjurant Champion ability), Charnel Touch (and all its varients thereof), and lastly Channeling from Duskblade.<br />
<br />
=== Items ===<br />
<br />
The best Greatsword you can get your hands on (preferably with Spell Strike (MiC), which allows you to allocate your weapons enhancement bonus to your spell saves), Rod of Undead Mastery (why not?), a Nightstick would be cool, and also a Gem of Arcane Steel (best one you can get).<br />
<br />
=== Progression ===<br />
<br />
'''Starting Ability Scores (Before Racial Adjustments):''' Why had a 28 point buy, thus..Strength 14, Dexterity 8, Constitution 14, Intellect 12, Wisdom 10, Charisma 16.<br />
<br />
'''Race (Templates):''' Human (for the feat). Necropolitian is a template that makes you an undead that you can get at level 3. This is a great template for a budding Dread Necromancer, however I did not take it (as such this build will not), because I think they're lame and I am a slave to fashion. If you chose to go Necropolitian however, do not take tomb-tainted soul at 1st level (unless your DM allows retraining) and allocate the points in constitution to something else (preferably strength or charisma).<br />
<br />
''Starting Racial Traits:'' Bonus Feat and Bonus skills.<br />
<br />
{| class="d20" style="text-align: left;" {{#vardefine: odd|0}}<br />
|- style="text-align: center;"<br />
! rowspan="2" | ECL<br />
! rowspan="2" | Class/HD/LA<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Feats<br />
! rowspan="2" | Class<br/>Features<br />
! rowspan="2" | Special<br />
|- style="text-align: center;"<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || Dread Necromancer || +0 || +0 || +0 || +2 || Tomb Tainted Soul, Spell Focus (Necromancy) || Charnel Touch, Rebuke Undead || Dread Necromancer Spellcasting (1st level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || Dread Necromancer || +1 || +0 || +0 || +3 || - || Lich Body (DR 2/magic and bludgeoning) || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || Dread Necromancer || +1 || +1 || +1 || +3 || Great Spell Focus (Necromancy) || Negative Energy Burst 1/day || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Advanced Learning, Mental Bastion || Dread Necromancer Spellcasting (2nd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Fear Aura || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || Dread Necromancer || +3 || +2 || +2 || +5 || Leadership/Corpsecrafter || Scabrous Touch || Dread Necromancer Spellcasting (3rd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || Dread Necromancer || +3 || +2 || +2 || +5 || - || Lich Body DR4, Summon Familiar || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || Dread Necromancer || +4 || +2 || +2 || +6 || - || Advanced Learning, Negative Energy Burst 2/day, UNDEAD MASTERY || Dread Necromancer Spellcasting (4th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || Duskblade || +5 || +6 || +2 || +8 || Corpsecrafter/Nimble Bones || Arcane Attunement, Armored Mage (Light) || Duskblade Spellcasting (1st level)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || Duskblade || +6/+1 || +7 || +2 || +9 || - || Combat Casting || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || Duskblade || +7/+2 || +7 || +3 || +9 || - || ARCANE CHANNELING || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || Abjurant Champion || +8/+3 || +7 || +3 || +11 || Nimble Bones/Destructive Retribution || Abjurant Armor, Extend Abjuration || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || Abjurant Champion || +9/+4 || +7 || +3 || +12 || - || Swift Abjuration || +1 level of Dread Necromancer Spellcasting (5th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || Abjurant Champion || +10/+5 || +8 || +4 || +12 || - || - || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || Abjurant Champion || +11/+6/+1 || +8 || +4 || +13 || Destructive Retribution/Empower Spell || Arcane Boost || +1 level of Dread Necromancer Spellcasting (6th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || Abjurant Champion || +12/+7/+2 || +8 || +4 || +13 || - || Martial Arcanist || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || Dread Necromancer || +12/+7/+2 || +9 || +5 || +13 || - || Negative Energy Resistance || Dread Necromancer Spellcasting (7th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || Empower Spell/Versatile Spellcasting || Light Fortification || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || - || Lich Body DR6, Scabrous Touch 2/day || Dread Necromancer Spellcasting (8th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || Dread Necromancer || +14/+9/+4 || +10 || +6 || +15 || - || Advanced Learning, Enervating Touch || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
=== Other Components ===<br />
<br />
The reanimating of undead can get expensive, so I suggest finding a way to pull in some extra income. Crafting items can be a great way. If you are playing a neutral character, try to convince your fellow party members to chip in the price of onyxes (after all your minions will be taking most of the damage, not them), or if you are evil (like me) you can always extort/rob random NPCs.<br />
<br />
== Highlights ==<br />
<br />
This build is designed to maximize your melee prowess WITH YOUR SPELLS. You are, I repeat ARE NOT, a Barbarian. You're damage comes from channeling nasty touch spells at EVERYTHING you can. The second you get 6th level spells, that becomes Harm. So Harm everything that moves. The raw damage from the greatsword helps, but most of your damage will be from spells. <br />
<br />
You are also going to need all the help you can get. Your BAB is alright, but not brilliant, and with a spell strike sword you will be switching most of your weapons enhancement bonus to your spell DCs. As a result of this get your minions to flank, have your wizard debuff everything (or buff you), and have your minions trip things. There is nothing funnier than watching the goody good Paladin take a channeled Harm to the face because he got tripped by your spiked chain wielding zombie.<br />
<br />
== Munchkin-Size Me ==<br />
<br />
Further optimizations: <br />
<br />
1. Be a Necropolitian. Like I said, I did not, because I think they're really lame, but that is just me. If you like being an undead nerd, go for it. If grants you all undead qualities and at relatively no cost. <br />
<br />
2. Get a Legacy Weapon. My DM gave me a legacy sword that allowed me to spend rebuke attempts to decrease the level of metamagic (similar to Divine Metamagic). Not to mention Legacy Weapons are just awesome.<br />
<br />
3. Be a Strongheart Halfing. Bonus Feats and you are small!<br />
<br />
4. Think outside of the box! You are a Dread Necromancer! The world is your playground and the lives of the pathetic mortals who walk it are your playthings. Take out Faction or City Leaders and replace them with undead under your control with a Hat of Disguise. Unleash hordes of Wights into villages and watch the country side drown in undead. Become a vampire and get spawn(more undead)! Sacrifice (see BoVD for rules on that) those silly Paladins and use the experience to make stuff (I have an artificer in the party so we do that a lot). Use Magic Jars to possess things and watch the chaos ensue.<br />
<br />
== Side Notes ==<br />
<br />
On a roleplaying note, I suggest playing an Evil character. Dread Necromancers can be Neutral, but you shouldn't be. This is a class for the truly depraved and wicked. You are a master of all that is evil and sentient life holds no value for you. Kill Paladins and bring them back as undead. Unleash disease upon the world. Let the world drown in your unholy might. Neutral is legal, but evil is way to go to take full advantage of the awesomeness this class can bring.<br />
<br />
=== Limitations ===<br />
<br />
Obviously if your DM outlaws any of the above mentioned books this build won't work. Also, make sure your DM is ok with everything this class can do. If your DM will never give you access to proper undead, or thinks that unleashing hordes of undead on his campaign setting is a bad thing, this build will still work, but it wont be nearly as fun. You will still rock at doing damage, but the class loses its flavor (you're better off playing a cleric).<br />
<br />
=== DM Counters ===<br />
<br />
CLERICS. A group of well armed and well trained clerics will ruin a Dread Necromancers day. Also limit the amount of undead the player can have access to. A campaign setting that has extreme restrictions on magic users/necromancy will also make the player do a lot more running and hiding.<br />
<br />
=== Miscellaneous ===<br />
<br />
As an after note, some of the above sections feel light (i.e. items), but I feel some of this is unnecasary. By now we should all know the magic items necessary to help out a character. Cloaks of charisma, vests of resistance, and other items to maintain melee survivability are all welcome additions.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:WotC Rules Only]]<!-- REMOVE THIS ENTIRE LINE IF THIS CHARACTER OPTIMIZATION USES RULES THAT ARE NOT FOUND WITHIN WOTC SOURCE BOOKS!!! --></div>Eonir777https://www.dandwiki.com/w/index.php?title=File:Epic_Lucan.jpg&diff=571328File:Epic Lucan.jpg2012-01-31T19:07:37Z<p>Eonir777: Prepare to die.</p>
<hr />
<div>Prepare to die.</div>Eonir777https://www.dandwiki.com/w/index.php?title=User:Eonir777&diff=549087User:Eonir7772012-01-31T18:57:24Z<p>Eonir777: /* Classes- */</p>
<hr />
<div>== About Me ==<br />
<br />
Hey! I am Eonir...not actually, most people call me Wil,...I am a californian and I have been playing DnD for 6 years now. If you need to contact me about something or just want to tell me my user page is pathetic. Email me at byerswr@gmail.com<br />
<br />
Thank you!<br />
<br />
== My Contributions ==<br />
<br />
I like creating things for my campaign setting, its the writer in me, so if you like what you see, feel free to use it!<br />
<br />
<br />
== Classes- ==<br />
<br />
[[Bender (3.5e Class)|Bender]]...Monk like people with elemental powers.<br />
<br />
[[Melee Specialized Dread Necromancer (3.5e Optimized Character Build)|Melee Specialized Dread Necromancer]] My current character. He is NE and likes to channel harms with his sword into your face.<br />
<br />
== Races- ==<br />
<br />
[[Theodians (3.5e Race)|Theodian]]...smart and fun mages with some nice mage abilities.<br />
<br />
[[Theogars (3.5e Race)|Theogar]]...cousins to the Theodians. Even tougher mages.<br />
<br />
[[Demi-Vamp (3.5e Race)|Demi-Vamp]]...half vampires. Nuff' said.<br />
<br />
[[Alamanti (3.5e Race)| Alamanti]]...okay, really [[User:Ganteka|Ganteka]] gets all the credit for this, but it was originally my idea!<br />
<br />
[[Category:California]]</div>Eonir777https://www.dandwiki.com/w/index.php?title=User:Eonir777&diff=549083User:Eonir7772012-01-31T18:55:33Z<p>Eonir777: /* About Me */</p>
<hr />
<div>== About Me ==<br />
<br />
Hey! I am Eonir...not actually, most people call me Wil,...I am a californian and I have been playing DnD for 6 years now. If you need to contact me about something or just want to tell me my user page is pathetic. Email me at byerswr@gmail.com<br />
<br />
Thank you!<br />
<br />
== My Contributions ==<br />
<br />
I like creating things for my campaign setting, its the writer in me, so if you like what you see, feel free to use it!<br />
<br />
<br />
== Classes- ==<br />
<br />
[[Bender (3.5e Class)|Bender]]...Monk like people with elemental powers.<br />
<br />
<br />
== Races- ==<br />
<br />
[[Theodians (3.5e Race)|Theodian]]...smart and fun mages with some nice mage abilities.<br />
<br />
[[Theogars (3.5e Race)|Theogar]]...cousins to the Theodians. Even tougher mages.<br />
<br />
[[Demi-Vamp (3.5e Race)|Demi-Vamp]]...half vampires. Nuff' said.<br />
<br />
[[Alamanti (3.5e Race)| Alamanti]]...okay, really [[User:Ganteka|Ganteka]] gets all the credit for this, but it was originally my idea!<br />
<br />
[[Category:California]]</div>Eonir777https://www.dandwiki.com/w/index.php?title=Melee_Specialized_Dread_Necromancer_(3.5e_Optimized_Character_Build)&diff=549078Melee Specialized Dread Necromancer (3.5e Optimized Character Build)2012-01-31T18:50:03Z<p>Eonir777: Send your undead minions into battle then wade to strike your enemies down with channeled inflicts and harms. Those annoying Paladins won't know what hit them.</p>
<hr />
<div>== Introduction ==<br />
<br />
So this is the 20th level progression of the character I plan on using. In our campaign we might get into epic levels, but for the purposes of this build I will only go up to level 20. As a note, while this is a Dread Necromancer, I will not be going into the creation of undead, as there are already a ton of guides over it, and I really don't care all that much. I plan on doing some undead making, but only as a compliment to our party to help the rogue out. Most of my undead will just be skellies and zombies (of various size and ability).<br />
<br />
Formatting and spelling/grammar issue fixes are welcome, you won't hurt my pride.<br />
<br />
== References ==<br />
<br />
Player's Handbook (duh), Players's Handbook 2 (for Duskblade), Magic Item Compendium (for stuff), Complete Mage (abjurant champion), Heroes of Horror (Dread Necromancer), Libris Mortis (for all the undead stuffs). Also multiple guides of the wizards and giantsintheplayround forums gave me a few ideas. <br />
<br />
== Game Rule Components ==<br />
<br />
Up to 8th level Dread Necromancer Spell casting, 1st level Duskblade Spell Casting (albiet at a Caster Level of 14 due to the Abjurant Champion ability), Charnel Touch (and all its varients thereof), and lastly Channeling from Duskblade.<br />
<br />
=== Items ===<br />
<br />
The best Greatsword you can get your hands on (preferably with Spell Strike (MiC), which allows you to allocate your weapons enhancement bonus to your spell saves), Rod of Undead Mastery (why not?), a Nightstick would be cool, and also a Gem of Arcane Steel (best one you can get).<br />
<br />
=== Progression ===<br />
<br />
'''Starting Ability Scores (Before Racial Adjustments):''' Why had a 28 point buy, thus..Strength 14, Dexterity 8, Constitution 14, Intellect 12, Wisdom 10, Charisma 16.<br />
<br />
'''Race (Templates):''' Human (for the feat). Necropolitian is a template that makes you an undead that you can get at level 3. This is a great template for a budding Dread Necromancer, however I did not take it (as such this build will not), because I think they're lame and I am a slave to fashion. If you chose to go Necropolitian however, do not take tomb-tainted soul at 1st level (unless your DM allows retraining) and allocate the points in constitution to something else (preferably strength or charisma).<br />
<br />
''Starting Racial Traits:'' Bonus Feat and Bonus skills.<br />
<br />
{| class="d20" style="text-align: left;" {{#vardefine: odd|0}}<br />
|- style="text-align: center;"<br />
! rowspan="2" | ECL<br />
! rowspan="2" | Class/HD/LA<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Feats<br />
! rowspan="2" | Class<br/>Features<br />
! rowspan="2" | Special<br />
|- style="text-align: center;"<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || Dread Necromancer || +0 || +0 || +0 || +2 || Tomb Tainted Soul, Spell Focus (Necromancy) || Charnel Touch, Rebuke Undead || Dread Necromancer Spellcasting (1st level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || Dread Necromancer || +1 || +0 || +0 || +3 || - || Lich Body (DR 2/magic and bludgeoning) || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || Dread Necromancer || +1 || +1 || +1 || +3 || Great Spell Focus (Necromancy) || Negative Energy Burst 1/day || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Advanced Learning, Mental Bastion || Dread Necromancer Spellcasting (2nd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || Dread Necromancer || +2 || +1 || +1 || +4 || - || Fear Aura || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || Dread Necromancer || +3 || +2 || +2 || +5 || Leadership/Corpsecrafter || Scabrous Touch || Dread Necromancer Spellcasting (3rd level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || Dread Necromancer || +3 || +2 || +2 || +5 || - || Lich Body DR4, Summon Familiar || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || Dread Necromancer || +4 || +2 || +2 || +6 || - || Advanced Learning, Negative Energy Burst 2/day, UNDEAD MASTERY || Dread Necromancer Spellcasting (4th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || Duskblade || +5 || +6 || +2 || +8 || Corpsecrafter/Nimble Bones || Arcane Attunement, Armored Mage (Light) || Duskblade Spellcasting (1st level)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || Duskblade || +6/+1 || +7 || +2 || +9 || - || Combat Casting || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || Duskblade || +7/+2 || +7 || +3 || +9 || - || ARCANE CHANNELING || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || Abjurant Champion || +8/+3 || +7 || +3 || +11 || Nimble Bones/Destructive Retribution || Abjurant Armor, Extend Abjuration || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || Abjurant Champion || +9/+4 || +7 || +3 || +12 || - || Swift Abjuration || +1 level of Dread Necromancer Spellcasting (5th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || Abjurant Champion || +10/+5 || +8 || +4 || +12 || - || - || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || Abjurant Champion || +11/+6/+1 || +8 || +4 || +13 || Destructive Retribution/Empower Spell || Arcane Boost || +1 level of Dread Necromancer Spellcasting (6th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || Abjurant Champion || +12/+7/+2 || +8 || +4 || +13 || - || Martial Arcanist || +1 level of Dread Necromancer Spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || Dread Necromancer || +12/+7/+2 || +9 || +5 || +13 || - || Negative Energy Resistance || Dread Necromancer Spellcasting (7th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || Empower Spell/Versatile Spellcasting || Light Fortification || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || Dread Necromancer || +13/+8/+3 || +9 || +5 || +14 || - || Lich Body DR6, Scabrous Touch 2/day || Dread Necromancer Spellcasting (8th level spells)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || Dread Necromancer || +14/+9/+4 || +10 || +6 || +15 || - || Advanced Learning, Enervating Touch || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
=== Other Components ===<br />
<br />
The reanimating of undead can get expensive, so I suggest finding a way to pull in some extra income. Crafting items can be a great way. If you are playing a neutral character, try to convince your fellow party members to chip in the price of onyxes (after all your minions will be taking most of the damage, not them), or if you are evil (like me) you can always extort/rob random NPCs.<br />
<br />
== Highlights ==<br />
<br />
This build is designed to maximize your melee prowess WITH YOUR SPELLS. You are, I repeat ARE NOT, a Barbarian. You're damage comes from channeling nasty touch spells at EVERYTHING you can. The second you get 6th level spells, that becomes Harm. So Harm everything that moves. The raw damage from the greatsword helps, but most of your damage will be from spells. <br />
<br />
You are also going to need all the help you can get. Your BAB is alright, but not brilliant, and with a spell strike sword you will be switching most of your weapons enhancement bonus to your spell DCs. As a result of this get your minions to flank, have your wizard debuff everything (or buff you), and have your minions trip things. There is nothing funnier than watching the goody good Paladin take a channeled Harm to the face because he got tripped by your spiked chain wielding zombie.<br />
<br />
== Munchkin-Size Me ==<br />
<br />
Further optimizations: <br />
<br />
1. Be a Necropolitian. Like I said, I did not, because I think they're really lame, but that is just me. If you like being an undead nerd, go for it. If grants you all undead qualities and at relatively no cost. <br />
<br />
2. Get a Legacy Weapon. My DM gave me a legacy sword that allowed me to spend rebuke attempts to decrease the level of metamagic (similar to Divine Metamagic). Not to mention Legacy Weapons are just awesome.<br />
<br />
3. Be a Strongheart Halfing. Bonus Feats and you are small!<br />
<br />
4. Think outside of the box! You are a Dread Necromancer! The world is your playground and the lives of the pathetic mortals who walk it are your playthings. Take out Faction or City Leaders and replace them with undead under your control with a Hat of Disguise. Unleash hordes of Wights into villages and watch the country side drown in undead. Become a vampire and get spawn(more undead)! Sacrifice (see BoVD for rules on that) those silly Paladins and use the experience to make stuff (I have an artificer in the party so we do that a lot). Use Magic Jars to possess things and watch the chaos ensue.<br />
<br />
== Side Notes ==<br />
<br />
On a roleplaying note, I suggest playing an Evil character. Dread Necromancers can be Neutral, but you shouldn't be. This is a class for the truly depraved and wicked. You are a master of all that is evil and sentient life holds no value for you. Kill Paladins and bring them back as undead. Unleash disease upon the world. Let the world drown in your unholy might. Neutral is legal, but evil is way to go to take full advantage of the awesomeness this class can bring.<br />
<br />
=== Limitations ===<br />
<br />
Obviously if your DM outlaws any of the above mentioned books this build won't work. Also, make sure your DM is ok with everything this class can do. If your DM will never give you access to proper undead, or thinks that unleashing hordes of undead on his campaign setting is a bad thing, this build will still work, but it wont be nearly as fun. You will still rock at doing damage, but the class loses its flavor (you're better off playing a cleric).<br />
<br />
=== DM Counters ===<br />
<br />
CLERICS. A group of well armed and well trained clerics will ruin a Dread Necromancers day. Also limit the amount of undead the player can have access to. A campaign setting that has extreme restrictions on magic users/necromancy will also make the player do a lot more running and hiding.<br />
<br />
=== Miscellaneous ===<br />
<br />
As an after note, some of the above sections feel light (i.e. items), but I feel some of this is unnecasary. By now we should all know the magic items necessary to help out a character. Cloaks of charisma, vests of resistance, and other items to maintain melee survivability are all welcome additions.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:WotC Rules Only]]<!-- REMOVE THIS ENTIRE LINE IF THIS CHARACTER OPTIMIZATION USES RULES THAT ARE NOT FOUND WITHIN WOTC SOURCE BOOKS!!! --></div>Eonir777https://www.dandwiki.com/w/index.php?title=Talk:Gritaur_(3.5e_Race)&diff=426659Talk:Gritaur (3.5e Race)2009-11-29T17:37:17Z<p>Eonir777: /* Updated and modified */</p>
<hr />
<div>== Keeping the LA Low ==<br />
<br />
I love your race. Bird people rock. Just to let you know, I corrected some typos and linked some things. Nothing major. If I can say one thing...I think you should jack up their LA by 1. They are a bit over-powered at the moment. Other than that though, great race! --[[User:Eonir777|Eonir]] 10:11, 20 September 2009 (MDT)<br />
<br />
:Do you have any suggestions about how to make them better balanced while remaining LA+1? I'd rather not push it up higher, ECL3 is problematic enough when making a new character. {{Unsigned|Sabelkatten|12:58, 20 September 2009 (MDT)}}<br />
<br />
::Noticed it said kind instead of king in the personality section, refering to whom they listen and fixed. --[[User:Sevant|Sevant]] 09:31, 30 September 2009 (MDT)<br />
<br />
:::First off, they have 2 levels in monstrous humanoid...that already jacks their LA up by 2...if your fine with that, and want to keep the base LA at +1, then this is what you need to do...<br />
:::# Get rid of the "Prehensile Tail" ability. They can still have a tail, but not a useful one.<br />
:::# Change their ability bonus' to +2 dex and con, instead of what they currently have.<br />
:::# No more rake and pounce.<br />
:::If you need anything else just ask! --[[User:Eonir777|Eonir]] 19:33, 21 September 2009 (MDT)<br />
<br />
::::I've looked at the "ECL calculator", which puts them with their current stats at ECL 3, close to 4... OTOH the ECL "rules" doesn't seem to be very well thought out, so maybe it's actually higher.<br />
::::Lower stats seem like a good idea, at least strength (the "sort of large" advantage gives them most of the bonuses I wanted anyway). WIS doesn't add that much, but they are supposed to be extremely attentive and a WIS bonus does that.<br />
::::About the other advantages they all require feats to be used, doesn't that pretty much negate their value? --[[User:Sabelkatten|Sabelkatten]] 13:38, 30 September 2009 (MDT)<br />
<br />
:::::Not necessarily. And if you want to make them "attentive", just give them alertness as a bonus feat. --[[User:Eonir777|Eonir]] 19:07, 30 September 2009 (MDT)<br />
<br />
::::::Dropped the STR and WIS bonuses, added alertness feat. Kept the special abilities, but I'm thinking about dropping the natural armor bonus to +1.--[[User:Sabelkatten|Sabelkatten]] 15:28, 7 October 2009 (MDT)<br />
<br />
:::::::Good idea :D--[[User:Eonir777|Eonir]] 17:20, 7 October 2009 (MDT)<br />
<br />
== Updated and modified ==<br />
<br />
Deciding to aim low rather than high I dropped the Alertness feat and reduced natural armor bonus to +1. I also added in the bonus four legs gives to resist certain attacks (should have been included before).<br />
<br />
I also added a note that the GM should give a +2 WIS bonus if flying won't provide a significant benefit in his campaign. Adding that around level 8-10 should keep gritaurs competetive when other characters start picking up flying mounts and flight-providing magical objects.<br />
--[[User:Sabelkatten|Sabelkatten]] 08:46, 29 November 2009 (MST)<br />
<br />
That seems to work fine.--[[User:Eonir777|Eonir]] 10:37, 29 November 2009 (MST)</div>Eonir777https://www.dandwiki.com/w/index.php?title=Elemental_Bender,_True_(3.5e_Class)&diff=422632Elemental Bender, True (3.5e Class)2009-11-02T01:11:47Z<p>Eonir777: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|rating_power=3.83<br />
|raters_power=3<br />
|rating_wording=4<br />
|raters_wording=3<br />
|rating_formatting=4.16<br />
|raters_formatting=3<br />
|rating_flavor=4<br />
|raters_flavor=3<br />
|authors=Eonir777<br />
|datecreated=June 17, 2009<br />
|status=In the process of a re-work.<br />
|editing=DON'T!<br />
|type=Combat with supplemental powers<br />
|img=Firedancer.jpg<br />
|imgloc=top<br />
|imgsize=300x433<br />
|imgcaption=Kali Blackheart, yea, your gonna die.<br />
|desc=A Bender is a combatant who supplements his combat with element based attacks.<br />
}}<br />
<br />
==Bender==<br />
<br />
A lone figure stood at the end of the hallway with a wicked smile on her face. Titus was unafraid though, after all, he was a Paladin, he had faced down much more vile things then some half-crazed adolescent girl. Titus drew his sword and spoke "In the name of Justice, give up, and I will arrest you unharmed. But if you resist, I shall not hesitate to give you an early execution!" <br />
<br />
The girl looked up at the Paladin. "Silly male." Then in a blink of an eye, a huge fireball roared from her fist. Titus spun to the left and realized this was not going to be easy, as the girl let out a evil laugh and charged...<br />
<br />
<br />
===Making a Bender===<br />
<br />
A Bender brings a new approach to combat for the party. An Earthbender can turn the very ground into a weapon, while an Airbender can draw the very air from your lungs. A party with a Bender is a formidable one, but a Bender is not without weakness, and should look to the sturdier members of the party for support.<br />
<br />
Bending is also a inborn talent, Bender's are born, not made. Because of this, Benders of all types tend to be proud and assertive. They also dress the part. Airbenders tend to wear lose, light colored clothing, with few (visible) magical, or mundane, trinkets. Firebenders also wear lose, comfortable clothing, but tend to be prouder, and even arrogant, they show their wealth and dress in reds and oranges. Waterbenders wear dark colors, and more regal clothing. Though not as haughty as a firebender, Waterbenders are not afraid to show the world what they are. Earthebenders, dress in greens and browns, and tend to wear things that show the muscles the best. <br />
<br />
When making a bender, especially at levels higher than first, remember that while proficeint with certain weapons, a Bender is a martial artist. So items and equipment that improves their unarmed combat is a good idea.<br />
<br />
'''Abilities:''' [[Charisma]] is the most important ability for a bender, because it determines how often and how powerful a Bender is. [[Wisdom]] helps with their AC, and [[Dexterity]] and [[Constitution]] are also helpful as always.<br />
<br />
'''Races:''' A Bender can be from any race, but they tend to make sense amongst the people. For instance, not many [[Elves]] become Firebenders, and not may [[Dwarves]] become Airbenders. But anything can happen.<br />
<br />
'''Alignment:''' Alignments for Benders are a special case, because they vary from Bender to Bender. Airbenders can only be NG, N, or NE. Earthbenders can only be LN, N, or CN. Firebenders must be chaotic, and Waterbenders must be Lawful.<br />
<br />
'''Starting Gold:''' 3d4x3 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Racial Standard.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Bender}}</div><br />
Hit Die: Air, Fire, and Waterbenders have d6, Earthbenders have d10 hit die.<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Bends|Bends Known]]<br />
! rowspan="2" | [[#AC bonus|AC bonus]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
| 1<sup>st</sup> |<br />
|- class="{{Odd-Even}}"<br />
|1st|| class="left" | +0 || +0 || +2 || +2<br />
| class="left" | Bend element (Bend Damage 1d6), Unarmed strike, Elemental Resistance <br />
|1<br />
|0 <br />
|- class="{{Odd-Even}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +3<br />
| class="left" | Evasion<br />
|2<br />
|0<br />
|- class="{{Odd-Even}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +3<br />
| class="left" | Bend Element (2d6)<br />
|3<br />
|0<br />
|- class="{{Odd-Even}}"<br />
|4th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" | Improved Disarm<br />
|4<br />
|0<br />
|- class="{{Odd-Even}}"<br />
|5th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" | Bend Element (3d6)<br />
|5<br />
|1<br />
|- class="{{Odd-Even}}"<br />
|6th||class="left" | +4 || +2 || +5 || +5<br />
| class="left" | <br />
|6<br />
|1<br />
|- class="{{Odd-Even}}"<br />
|7th||class="left" | +5 || +2 || +5 || +5<br />
| class="left" | Bend Element (4d6)<br />
|7<br />
|1<br />
|- class="{{Odd-Even}}"<br />
|8th||class="left" | +6/+1 || +2 || +6 || +6<br />
| class="left" | Channel Bend (one attack)<br />
|8<br />
|1<br />
|- class="{{Odd-Even}}"<br />
|9th||class="left" | +6/+1 || +3 || +6 || +6<br />
| class="left" | Bend Element (5d6), Improved Trip<br />
|9<br />
|1<br />
|- class="{{Odd-Even}}"<br />
|10th||class="left" | +7/+2 || +3 || +7 || +7<br />
| class="left" | Improved Evasion<br />
|10<br />
|2<br />
|- class="{{Odd-Even}}"<br />
|11th||class="left" | +8/+3 || +3 || +7 || +7<br />
| class="left" | Greater Bend Element (6d6)<br />
|11<br />
|2<br />
|- class="{{Odd-Even}}"<br />
|12th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" | <br />
|12<br />
|2<br />
|- class="{{Odd-Even}}"<br />
|13th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" | <br />
|13<br />
|2<br />
|- class="{{Odd-Even}}"<br />
|14th||class="left" | +10/+5 || +4 || +9 || +9<br />
| class="left" | Greater Bend Element (7d6)<br />
|14<br />
|2<br />
|- class="{{Odd-Even}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +9 || +9<br />
| class="left" | Channel Bend (full attack)<br />
|15<br />
|3<br />
|- class="{{Odd-Even}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" | <br />
|16<br />
|3<br />
|- class="{{Odd-Even}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" | Greater Bend Element (8d6)<br />
|17<br />
|3<br />
|- class="{{Odd-Even}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +11 || +11<br />
| class="left" | Death Bend<br />
|18<br />
|3<br />
|- class="{{Odd-Even}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +11 || +11<br />
| class="left" | <br />
|19<br />
|3<br />
|- class="{{Odd-Even}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +12 || +12<br />
| class="left" | Primal Elemental shape 1/day, Greater Bend Element (9d6)<br />
|20<br />
|4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/> The Bender’s class skills (and the key ability for each skill) are [[Balance]]<br />
(Dex), [[Climb]] (Str), [[Concentration]] (Con), [[Craft]] (Int), [[Diplomacy]]<br />
(Cha), [[Escape Artist]] (Dex), [[Hide]] (Dex), [[Jump]] (Str), [[Knowledge]] (the planes) (Int), [[Listen]] (Wis), [[Move Silently]] (Dex), [[Perform]] (Cha), [[Profession]] (Wis), [[Sense Motive]] (Wis),[[Spot]] (Wis), [[Swim]] (Str), and [[Tumble]] (Dex).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Bender.<br />
<br />
'''Weapon and Armor Proficiency:''' Benders are proficient all simple weapons. Benders are also not proficient with any armors or shields. A Bender wearing any armor or shields, or carrying a heavy load, loses all class abilities.<br />
<br />
'''Increase Speed:''' A Bender can move at greater speeds when they are in their elements. An Airbender can expend a bend to gain momentary flight, an Earthbender can gain tunneling, a Waterbender can walk on water, and a Firebender can move at a supernatural speed. For this ability the speeds are 20 ft, and for the Firebender it is 10ft. All of these expend a bend for that day, and last a number of rounds equal to your charisma modifier. The speed of this ability is determined by the table above. For Firebenders, add the speed bonus to your base land speed during this ability.<br />
<br />
'''Unarmored AC Bonus:''' A Bender has the innate ability to sense incoming blows due to their link with the elements around him. Thus giving him a bonus to his AC equal to his [[wisdom]] modifier. They also every five levels gain a +1 bonus to their AC. Earthbenders do not receive either the wisdom or scaled AC bonus.<br />
<br />
'''Bend Element:''' A Bender can turn the very elements against an opponent. A Bender can, a certain number of times per day equal to his class level + his charisma modifier, choose to make 1 of 3 different kinds of attack with his bending. Bending takes a standard action, and requires a free hand. The three types of bends are as follows...<br />
<br />
*1) A 10 foot cone. [[Reflex save]] DC=10+half of class level+ charisma modifier.<br />
*2) A 50 foot ray (or ranged [[touch attack]]).<br />
*3) A 20 foot burst (like a [[fireball]] spell).<br />
<br />
The damage done by a bender's elemental bend overcomes energy resistance equal to the Bender's class levels (in Bender) plus his [[charisma]] modifier, and a Bend is considered magical for overcomeing Damage Reduction. In the case that a creature is immune to a Bender's specific energy or damage type, a bend still does damage, but only half.<br />
<br />
Bending does not provoke an attack of opportunity.<br />
<br />
'''Unarmed Strike:''' A Bender gains ''Improved Unarmed Strike'' as a bonus feat. Also a Bender's unarmed strikes deal 1d6, not 1d3, damage. This damage increases as a [[monk]]'s would.<br />
<br />
'''Elemental Resistance:''' A Bender gains Damage Reduction/Energy Resistance 6 to his damage type. Air=bludgeoning, Fire=[[fire]], Water=[[cold]], Earth=bludgeoning. This bonus increases by 1 every two levels. The damage reduction/energy resistance applies to the Bender's second type once he reaches 11th level, and the Bender's original energy type no longer does damage to the Bender. This damage reduction/energy resistance applies to attacks that deal multiple types of damage as well, for instance an attack that did fire and force damage would only deal non reducted damage equal to half the total roll to a Firebender. This Bonus increases by 2 every 3rd level, and also applies to the Bender's second type upon reaching 11th level.<br />
<br />
'''[[Evasion]]:''' Starting at 2nd level a Bender takes no damage on a successful reflex saving throw.<br />
<br />
'''[[Improved Disarm]]:''' At 3rd level a Bender gains ''Improved Disarm'' as a bonus feat.<br />
<br />
'''Channel Bend:''' Starting at 8th level a Bender can channel one of his bends into an unarmed attack. This can only be done a number of times per day equal to half the Bender's charisma modifier (rounded down). Damage from the Bend only deals damage if the attack roll is succesful. Channeling a bend is a full round action. At 12th level, a Bender can channel a bend into his first attack and still make other attacks.<br />
<br />
'''[[Improved Trip]]:''' At 9th level a Bender gains ''Improved Trip'' as a bonus feat.<br />
<br />
'''[[Improved Evasion]]:''' Starting at 10th level a Bender takes no damage upon failing a reflex save.<br />
<br />
'''Greater Bend Element:'''A Bender has now crossed a threshold. No longer is basic elements under his command, but greater things. A Bender gains a second option on determing what kind of damage he does. An Airbender can now deal either Bludgeoning or [[Sonic]] damage. A Waterbender can deal [[cold]] or slashing damage. An Earthbender can deal bludgeoning or Acid damage. And a Firebender can deal [[fire]] or [[electricity]] damage. Also the Bender's cone of energy increase to 20 feet, and his ray increase to 100 feet, and his burst increases to 40 feet<br />
<br />
'''Death Bend:''' At 18th level a Bender can now cause death with some very cunning bending. An Airbender can cause suffocation, an Earthbender can rip the minerals out of your blood, a Firebender can cause your blood to boil, and a Waterbender can tear the blood right out of your body. When a Bender chooses to use his Death Bend, usable once a day, the opponent must make a Fortitude save equal to 19+ the Bender's charisma modifier, or die. Upon a succesful saving throw, the opponent still takes 15d6 damage.<br />
<br />
'''Primal Elemental Shape:''' At 20th level a Bender can now become the most powerful representation of his element. Once per day, as a free action, a Bender can become a primal elemental of his type. He keeps all of his mental ability scores (intelligence, wisdom, and charisma). This ability is free for 1 round. But at the beginning of the second round, the Bender must make a DC 20 will save. The DC for the save increases by 5 for every round the bender keeps it. If the Bender ever fails the Will Save, he loses the form and falls unconscious for 2d4 days. The Bender can chose to end the form at any time (also a free action).<br />
<br />
[[SRD:Primal_Fire_Elemental|Primal Fire Elemental]]<br />
<br />
[[SRD:Primal_Water_Elemental|Primal Water Elemental]]<br />
<br />
[[SRD:Primal_Earth_Elemental|Primal Earth Elemental]]<br />
<br />
[[SRD:Primal_Air_Elemental|Primal Air Elemental]]<br />
<br />
====Ex-Bender====<br />
<br />
A Bender who violates his alignment finds that his bending no longer works. He retains all martial abilities, but all special powers just fade. Until he regains his previous alignment all special abilities fail.<br />
<br />
====Human Bender Starting Package====<br />
<br />
'''Weapons:''' [[Quarterstaff]] (1d6/1d6, crit ×2, 4 lb., two-handed,<br />
bludgeoning).<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even}}"<br />
| class="left" | [[Diplomacy]] || 4 || cha || -<br />
|- class="{{Odd-Even}}"<br />
| class="left" | [[Knowledge]] (the planes) || 4 || int || -<br />
|- class="{{Odd-Even}}"<br />
| class="left" | [[Perform]] (dance) || 4 || cha || -<br />
|- class="{{Odd-Even}}"<br />
| class="left" | [[Spot]] || 4 || wis || -<br />
|- class="{{Odd-Even}}"<br />
| class="left" | [[Tumble]] || 4 || dex || -<br />
|}<br />
<br />
'''Feat:''' [[Toughness]].<br />
<br />
'''Bonus Feats:''' [[Dodge]].<br />
<br />
'''Gear:''' Backpack with waterskin, one day’s trail rations, bedroll,<br />
sack, and flint and steel. Three torches..<br />
<br />
'''Gold:''' 4d6 gp (24 gp).<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Bender====<br />
<br />
'''Religion:''' Religion varies amongst Benders. The life of a Bender does not need the justification of a god, but some Benders still follow racial deities. Some Benders chose to follow nature deities.<br />
<br />
'''Other Classes:''' Benders dislike or like other classes depending on what type of bender they are. A Firebender tends not to get along with the lawful and disciplined classes, while an Earthbender would get along great. All Benders get along great with rogues, monks, and rangers, because, like themselves, are largely self taught.<br />
<br />
'''Combat:''' A Bender is a supplemental caster. Whether they are slinging fireball along with the wizard, or taking place of the wizard. The Bender's attack bonus allows him to survive in combat, but he should not be without support.<br />
<br />
'''Advancement:''' A Bender tends to stay a Bender, but Benders taking levels in fighter or ranger to enhance the combat abilities in not un-heard of, also a Bender/cleric is a fearsome opponent.<br />
<br />
====Benders in the World====<br />
<br />
{{quote|Fire is my weapon, but it is also my friend. When all others have forsaken me, it will still be there to warm me and light my path.|orig=Kali Blackheart, Human Firebender}}<br />
<br />
<br />
'''Daily Life:''' The life of a Bender is a busy one. Constant training is needed to master elemental control (especially in the case of Firebenders). Some Benders are performers, using their bending to create a spectacle, while other use it as a mean to better themselves.<br />
<br />
'''Notables:''' The most notable Bender is Elith "Blaze" Kain, a Firebender who once took out an entire orc raiding force by causing the very ground they stood on to melt.<br />
<br />
'''Organizations:''' All four types of Benders have schools where that specific type of Bending is taught. These tend to be small though, as Benders are not a plentiful people.<br />
<br />
'''NPC Reactions:''' Benders are treated just like a wizard would be, respected, but also a little feared.<br />
<br />
====Bender Lore====<br />
<br />
Characters with ranks in Knowledge (the planes) can research Benders to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ <br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even}}"<br />
| 5 || class="left" | A Bender is a monk-like guy who seems to be very nature conscious.<br />
|- class="{{Odd-Even}}"<br />
| 10 || class="left" | A Bender is a monk who specializes in the elements.<br />
|- class="{{Odd-Even}}"<br />
| 15 || class="left" | A Bender is a well trained combatant who specializes in using the elements in combat against his foes.<br />
|- class="{{Odd-Even}}"<br />
| 20 || class="left" | A Bender can shoot fire, ice, rocks, or even lightning out of their hands.<br />
|}<br />
<br />
====Benders in the Game====<br />
<br />
A Bender can be a good or a bad guy. While most just want to get by and practice their art, some have more exciting ends in mind. A Bender can be a help in the case of a Waterbender, aiding a fishing village for instance, or a hindrance in the case of a Firebender burning down a Druid enclave. Just play with it, and be creative.<br />
<br />
'''Sample Encounter:''' Kali Blackheart<br />
<br />
''EL 9:'' Kali is a Firebender who has deciding to start a war with the peaceful Druid enclave outside of town. The Druid's have asks the PC's to stop her.<br />
<br />
{{Stat Block 2<br />
|name=Kali Blackheart<br />
|al=CE |size=Medium |type=Humanoid <br />
|init=+2 |listen=-1 |spot=-1<br />
|ac=19 |touch=19|flat=17<br />
|hp=55 |hd=9d6 + 18<br />
|fort=+5 |ref=+8 |will=+5<br />
|spd=30 feet<br />
|bab=+7/+2 |grp=+7<br />
|slad=CL 9th<br />
|str=10 |dex=14 |con=14 |int=12 |wis=8 |cha=16<br />
|sq=[[Energy Resistance]] 10 to fire, Bending (9d6+3 fire damage, 8/day), channel bend (3/day)<br />
|feats=[[Improved Unarmed Strike]], [[Improved Grapple]], [[Improved Disarm]], [[Improved Trip]], [[Weapon Finesse]], [[Weapon Focus]], [[Toughness]]<br />
|skills=[[Concentration]] 12, [[Craft]] (Weaponsmithing) 12, [[Bluff]] 12, [[Jump]] 12.<br />
|poss=Amulet of Protection +2, 10 cure serious wounds potions.<br />
}}<br />
<br />
<br />
<br />
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[[Category:DnD]]<br />
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<!-- additional categories. Possible categories include:<br />
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--></div>Eonir777https://www.dandwiki.com/w/index.php?title=Talk:Elemental_Bender,_True_(3.5e_Class)&diff=422629Talk:Elemental Bender, True (3.5e Class)2009-11-02T01:04:17Z<p>Eonir777: /* Somethings missing */</p>
<hr />
<div>== Deletion ==<br />
<br />
Don't delete it!!! I am not done making it yet! {{Unsigned|Eonir777|13:31, 21 July 2008 (MDT)}}<br />
<br />
:When more content gets added I'll remove that template. --[[User:Green Dragon|Green Dragon]] 18:36, 22 July 2008 (MDT)<br />
<br />
==Prestige Class=<br />
I always thought that benders would make a great monk prestige class. I don't think there is enough solid stuff to make a full base class. but keep up the good work. --[[User:T G Geko|T G Geko]] 16:22, 26 July 2008 (MDT)<br />
<br />
actually, i finished out the class on microsoft word, it worked out as a base class. of course making it a prestige would work to. i really need to figure out how to get it from WORD to dndwiki tho....--[[User:Eonir777|Eonir]] 15:47, 8 October 2009 (MDT)<br />
<br />
== Helping out ==<br />
<br />
terribly sorry if i am breaking protocol or something or if i have just pressed some sort of self destruct button, but i like your idea presented here and have indeed already been designing a class like this (mine was prestigious, as discussed early both work good) but i have only just sign up to this site... long time watcher though.<br />
<br />
anyway i would like to help with this class.<br />
Signed<br />
Messah<br />
<br />
== What the hell, ==<br />
<br />
are you thinking, I appreciate you wanting to bring this class to life, but, it's not a class, it's not usable in the least, I mean, leaving some room for editing is one thing, but, there is nothing here, and until there is, it should not be here.<br />
<br />
: Agreed, there is no way any DM/GM would allow this. It is impossible. -- {{unsigned|75.108.50.5}}<br />
<br />
== I would like to take over the creation of this class ==<br />
<br />
Hello, I would like to take over the creation of this class. If any one minds or disagrees with this please let me know. I have some good ideas for this class. -[[User:Sarrow|Sarrow]] 18:45, 16 September 2008 (MDT)<br />
<br />
== Rating == <br />
<br />
'''Power - 3,5/5''' This class could own it own without dying, I guess it is playable yet no perfect. A bigger damages outcome would be welcome indeed. --[[User:Lord Dhazriel|Lord Dhazriel]]<br />
<br />
'''Wording - 4/5''' Rather clean, nothing needing intensive rework. Could be cleaner however. --[[User:Lord Dhazriel|Lord Dhazriel]]<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 4.5/5''' Some bugs in the table, otherwise nothing else. --[[User:Lord Dhazriel|Lord Dhazriel]]<br />
<br />
'''Flavor - 3/5''' Im not really in this element thing, the flavor is rather generic which is a good or bad thing depend on how you view the concept of a base class. Otherwise there a example NPC lacking. --[[User:Lord Dhazriel|Lord Dhazriel]]<br />
<br />
== Rating == <br />
<br />
'''Power - 5/5''' I give this class a 5 out of 5 because this class could do more than hold its own in combat, and can dish out some serious damage. --[[User:Henk da Barb|Henk da Barb]]<br />
<br />
'''Wording - 4/5''' I give this class a 4 out of 5 because the wording is pretty okay. Only some minor grammer errors, and the explanations only get a little bit choppy. --[[User:Henk da Barb|Henk da Barb]]<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 4.5/5''' I give this class a 4.5 out of 5 because the only thing wrong is the little bar under "bends per day". --[[User:Henk da Barb|Henk da Barb]]<br />
<br />
'''Flavor - 4.5/5''' I give this class a 4.5 out of 5 because I think its a great idea! Just wish the bending could be a little more intensive. --[[User:Henk da Barb|Henk da Barb]]<br />
<br />
== thoughts ==<br />
<br />
I always invisioned a bender class as a sort of monk type variant and as such would make use of wisdom, not charisma. An alternative would be to have each element use a different ability. Earth benders (who would have the same hit die) would be sturdier than others and use Con, while fire benders are a bit quick to anger and are headstrong and use strength, air benders are typically lithe and agile therefore use dex and waterbenders are usually quiet but very persistant and use wisdom.<br />
<br />
--[[User:Ruike|Ruike]] 03:55, 8 August 2009 (MDT)<br />
<br />
== Rating == <br />
<br />
'''Power - 3/5''' I give this class a 3 out of 5 because this class, while having a way to supliment damage output beyond the insubstantial monk (from which this class was supposedly modeled on) the damage output does not rival the rogue or most spellcasters, and does not have the stability and consistancy of the fighter, though it is better than any bard and most monks. --[[User:RurikDankill|RurikDankill]] 15:53, 16 August 2009 (MDT)<br />
<br />
'''Wording - 4/5''' I give this class a 4 out of 5 because the ideas are all well thought out and well presented. Even though there are a decent amount of typos, there are always typos so all in all everyone can understand what is meant. --[[User:RurikDankill|RurikDankill]] 15:53, 16 August 2009 (MDT)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 3.5/5''' I give this class a 3.5 out of 5 because while i am uncomfortable in giving too low a score for this, as pretty much all of the formating is well done, there are a few abilities that are not on the table that instruct to reference the table (ie: the movement ability) there is also an unnecessary collumn in the table that could be placed in the description with a few words. --[[User:RurikDankill|RurikDankill]] 15:53, 16 August 2009 (MDT)<br />
<br />
'''Flavor - 4.5/5''' I give this class a 4.5 out of 5 because this is something that i have been looking for and have begun construction of myself. I like the idea of the element bender and it fits into many types of campaigns. it is a possibility for many types of characters and doesn't fit a role that exists already, which adds to the overal flavor imo. --[[User:RurikDankill|RurikDankill]] 15:53, 16 August 2009 (MDT)<br />
<br />
== I guess making sure it's fine is more important ==<br />
<br />
The author of this page seems awfully against any edits on his article. I was just wondering if there were any objections to fixing a couple grammar and spelling mistakes I've noticed.<br><br />
I'm probably being too cautious here, but I don't want to make anyone annoyed. --[[User:SgtLion|SgtLion]] 04:41, 28 October 2009 (MDT)<br />
<br />
I have no problem with you fixing grammar and typos. Thats cool. --[[User:Eonir777|Eonir]] 17:41, 28 October 2009 (MDT)<br />
<br />
== Somethings missing ==<br />
<br />
Hey, I really like this, alot of people are being huge jerks, and that's crap. Anyway, just wanted to point out that there is no indication to what damage type a bender does before earning greater bend. Also, please don't have the greater bend of earth benders be ballistic, that doesn't exist in D&D outside of futuristic campaigns. Oh, and you don't have the increased speed amount >.> I wanna use this class, so hurry!<br />
<br />
Lol ok. Dont worry i'll finish it up--[[User:Eonir777|Eonir]] 18:04, 1 November 2009 (MST)</div>Eonir777https://www.dandwiki.com/w/index.php?title=Talk:Elemental_Bender,_True_(3.5e_Class)&diff=421690Talk:Elemental Bender, True (3.5e Class)2009-10-28T23:41:01Z<p>Eonir777: /* I guess making sure it's fine is more important */</p>
<hr />
<div>== Deletion ==<br />
<br />
Don't delete it!!! I am not done making it yet! {{Unsigned|Eonir777|13:31, 21 July 2008 (MDT)}}<br />
<br />
:When more content gets added I'll remove that template. --[[User:Green Dragon|Green Dragon]] 18:36, 22 July 2008 (MDT)<br />
<br />
==Prestige Class=<br />
I always thought that benders would make a great monk prestige class. I don't think there is enough solid stuff to make a full base class. but keep up the good work. --[[User:T G Geko|T G Geko]] 16:22, 26 July 2008 (MDT)<br />
<br />
actually, i finished out the class on microsoft word, it worked out as a base class. of course making it a prestige would work to. i really need to figure out how to get it from WORD to dndwiki tho....--[[User:Eonir777|Eonir]] 15:47, 8 October 2009 (MDT)<br />
<br />
== Helping out ==<br />
<br />
terribly sorry if i am breaking protocol or something or if i have just pressed some sort of self destruct button, but i like your idea presented here and have indeed already been designing a class like this (mine was prestigious, as discussed early both work good) but i have only just sign up to this site... long time watcher though.<br />
<br />
anyway i would like to help with this class.<br />
Signed<br />
Messah<br />
<br />
== What the hell, ==<br />
<br />
are you thinking, I appreciate you wanting to bring this class to life, but, it's not a class, it's not usable in the least, I mean, leaving some room for editing is one thing, but, there is nothing here, and until there is, it should not be here.<br />
<br />
: Agreed, there is no way any DM/GM would allow this. It is impossible. -- {{unsigned|75.108.50.5}}<br />
<br />
== I would like to take over the creation of this class ==<br />
<br />
Hello, I would like to take over the creation of this class. If any one minds or disagrees with this please let me know. I have some good ideas for this class. -[[User:Sarrow|Sarrow]] 18:45, 16 September 2008 (MDT)<br />
<br />
== Rating == <br />
<br />
'''Power - 3,5/5''' This class could own it own without dying, I guess it is playable yet no perfect. A bigger damages outcome would be welcome indeed. --[[User:Lord Dhazriel|Lord Dhazriel]]<br />
<br />
'''Wording - 4/5''' Rather clean, nothing needing intensive rework. Could be cleaner however. --[[User:Lord Dhazriel|Lord Dhazriel]]<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 4.5/5''' Some bugs in the table, otherwise nothing else. --[[User:Lord Dhazriel|Lord Dhazriel]]<br />
<br />
'''Flavor - 3/5''' Im not really in this element thing, the flavor is rather generic which is a good or bad thing depend on how you view the concept of a base class. Otherwise there a example NPC lacking. --[[User:Lord Dhazriel|Lord Dhazriel]]<br />
<br />
== Rating == <br />
<br />
'''Power - 5/5''' I give this class a 5 out of 5 because this class could do more than hold its own in combat, and can dish out some serious damage. --[[User:Henk da Barb|Henk da Barb]]<br />
<br />
'''Wording - 4/5''' I give this class a 4 out of 5 because the wording is pretty okay. Only some minor grammer errors, and the explanations only get a little bit choppy. --[[User:Henk da Barb|Henk da Barb]]<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 4.5/5''' I give this class a 4.5 out of 5 because the only thing wrong is the little bar under "bends per day". --[[User:Henk da Barb|Henk da Barb]]<br />
<br />
'''Flavor - 4.5/5''' I give this class a 4.5 out of 5 because I think its a great idea! Just wish the bending could be a little more intensive. --[[User:Henk da Barb|Henk da Barb]]<br />
<br />
== thoughts ==<br />
<br />
I always invisioned a bender class as a sort of monk type variant and as such would make use of wisdom, not charisma. An alternative would be to have each element use a different ability. Earth benders (who would have the same hit die) would be sturdier than others and use Con, while fire benders are a bit quick to anger and are headstrong and use strength, air benders are typically lithe and agile therefore use dex and waterbenders are usually quiet but very persistant and use wisdom.<br />
<br />
--[[User:Ruike|Ruike]] 03:55, 8 August 2009 (MDT)<br />
<br />
== Rating == <br />
<br />
'''Power - 3/5''' I give this class a 3 out of 5 because this class, while having a way to supliment damage output beyond the insubstantial monk (from which this class was supposedly modeled on) the damage output does not rival the rogue or most spellcasters, and does not have the stability and consistancy of the fighter, though it is better than any bard and most monks. --[[User:RurikDankill|RurikDankill]] 15:53, 16 August 2009 (MDT)<br />
<br />
'''Wording - 4/5''' I give this class a 4 out of 5 because the ideas are all well thought out and well presented. Even though there are a decent amount of typos, there are always typos so all in all everyone can understand what is meant. --[[User:RurikDankill|RurikDankill]] 15:53, 16 August 2009 (MDT)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 3.5/5''' I give this class a 3.5 out of 5 because while i am uncomfortable in giving too low a score for this, as pretty much all of the formating is well done, there are a few abilities that are not on the table that instruct to reference the table (ie: the movement ability) there is also an unnecessary collumn in the table that could be placed in the description with a few words. --[[User:RurikDankill|RurikDankill]] 15:53, 16 August 2009 (MDT)<br />
<br />
'''Flavor - 4.5/5''' I give this class a 4.5 out of 5 because this is something that i have been looking for and have begun construction of myself. I like the idea of the element bender and it fits into many types of campaigns. it is a possibility for many types of characters and doesn't fit a role that exists already, which adds to the overal flavor imo. --[[User:RurikDankill|RurikDankill]] 15:53, 16 August 2009 (MDT)<br />
<br />
== I guess making sure it's fine is more important ==<br />
<br />
The author of this page seems awfully against any edits on his article. I was just wondering if there were any objections to fixing a couple grammar and spelling mistakes I've noticed.<br><br />
I'm probably being too cautious here, but I don't want to make anyone annoyed. --[[User:SgtLion|SgtLion]] 04:41, 28 October 2009 (MDT)<br />
<br />
I have no problem with you fixing grammar and typos. Thats cool. --[[User:Eonir777|Eonir]] 17:41, 28 October 2009 (MDT)</div>Eonir777https://www.dandwiki.com/w/index.php?title=Talk:Elemental_Bender,_True_(3.5e_Class)&diff=417977Talk:Elemental Bender, True (3.5e Class)2009-10-08T21:47:17Z<p>Eonir777: /* =Prestige Class */</p>
<hr />
<div>== Deletion ==<br />
<br />
Don't delete it!!! I am not done making it yet! {{Unsigned|Eonir777|13:31, 21 July 2008 (MDT)}}<br />
<br />
:When more content gets added I'll remove that template. --[[User:Green Dragon|Green Dragon]] 18:36, 22 July 2008 (MDT)<br />
<br />
==Prestige Class=<br />
I always thought that benders would make a great monk prestige class. I don't think there is enough solid stuff to make a full base class. but keep up the good work. --[[User:T G Geko|T G Geko]] 16:22, 26 July 2008 (MDT)<br />
<br />
actually, i finished out the class on microsoft word, it worked out as a base class. of course making it a prestige would work to. i really need to figure out how to get it from WORD to dndwiki tho....--[[User:Eonir777|Eonir]] 15:47, 8 October 2009 (MDT)<br />
<br />
== Helping out ==<br />
<br />
terribly sorry if i am breaking protocol or something or if i have just pressed some sort of self destruct button, but i like your idea presented here and have indeed already been designing a class like this (mine was prestigious, as discussed early both work good) but i have only just sign up to this site... long time watcher though.<br />
<br />
anyway i would like to help with this class.<br />
Signed<br />
Messah<br />
<br />
== What the hell, ==<br />
<br />
are you thinking, I appreciate you wanting to bring this class to life, but, it's not a class, it's not usable in the least, I mean, leaving some room for editing is one thing, but, there is nothing here, and until there is, it should not be here.<br />
<br />
: Agreed, there is no way any DM/GM would allow this. It is impossible. -- {{unsigned|75.108.50.5}}<br />
<br />
== I would like to take over the creation of this class ==<br />
<br />
Hello, I would like to take over the creation of this class. If any one minds or disagrees with this please let me know. I have some good ideas for this class. -[[User:Sarrow|Sarrow]] 18:45, 16 September 2008 (MDT)<br />
<br />
== Rating == <br />
<br />
'''Power - 3,5/5''' This class could own it own without dying, I guess it is playable yet no perfect. A bigger damages outcome would be welcome indeed. --[[User:Lord Dhazriel|Lord Dhazriel]]<br />
<br />
'''Wording - 4/5''' Rather clean, nothing needing intensive rework. Could be cleaner however. --[[User:Lord Dhazriel|Lord Dhazriel]]<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 4.5/5''' Some bugs in the table, otherwise nothing else. --[[User:Lord Dhazriel|Lord Dhazriel]]<br />
<br />
'''Flavor - 3/5''' Im not really in this element thing, the flavor is rather generic which is a good or bad thing depend on how you view the concept of a base class. Otherwise there a example NPC lacking. --[[User:Lord Dhazriel|Lord Dhazriel]]<br />
<br />
== Rating == <br />
<br />
'''Power - 5/5''' I give this class a 5 out of 5 because this class could do more than hold its own in combat, and can dish out some serious damage. --[[User:Henk da Barb|Henk da Barb]]<br />
<br />
'''Wording - 4/5''' I give this class a 4 out of 5 because the wording is pretty okay. Only some minor grammer errors, and the explanations only get a little bit choppy. --[[User:Henk da Barb|Henk da Barb]]<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 4.5/5''' I give this class a 4.5 out of 5 because the only thing wrong is the little bar under "bends per day". --[[User:Henk da Barb|Henk da Barb]]<br />
<br />
'''Flavor - 4.5/5''' I give this class a 4.5 out of 5 because I think its a great idea! Just wish the bending could be a little more intensive. --[[User:Henk da Barb|Henk da Barb]]<br />
<br />
== thoughts ==<br />
<br />
I always invisioned a bender class as a sort of monk type variant and as such would make use of wisdom, not charisma. An alternative would be to have each element use a different ability. Earth benders (who would have the same hit die) would be sturdier than others and use Con, while fire benders are a bit quick to anger and are headstrong and use strength, air benders are typically lithe and agile therefore use dex and waterbenders are usually quiet but very persistant and use wisdom.<br />
<br />
--[[User:Ruike|Ruike]] 03:55, 8 August 2009 (MDT)<br />
<br />
== Rating == <br />
<br />
'''Power - 3/5''' I give this class a 3 out of 5 because this class, while having a way to supliment damage output beyond the insubstantial monk (from which this class was supposedly modeled on) the damage output does not rival the rogue or most spellcasters, and does not have the stability and consistancy of the fighter, though it is better than any bard and most monks. --[[User:RurikDankill|RurikDankill]] 15:53, 16 August 2009 (MDT)<br />
<br />
'''Wording - 4/5''' I give this class a 4 out of 5 because the ideas are all well thought out and well presented. Even though there are a decent amount of typos, there are always typos so all in all everyone can understand what is meant. --[[User:RurikDankill|RurikDankill]] 15:53, 16 August 2009 (MDT)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 3.5/5''' I give this class a 3.5 out of 5 because while i am uncomfortable in giving too low a score for this, as pretty much all of the formating is well done, there are a few abilities that are not on the table that instruct to reference the table (ie: the movement ability) there is also an unnecessary collumn in the table that could be placed in the description with a few words. --[[User:RurikDankill|RurikDankill]] 15:53, 16 August 2009 (MDT)<br />
<br />
'''Flavor - 4.5/5''' I give this class a 4.5 out of 5 because this is something that i have been looking for and have begun construction of myself. I like the idea of the element bender and it fits into many types of campaigns. it is a possibility for many types of characters and doesn't fit a role that exists already, which adds to the overal flavor imo. --[[User:RurikDankill|RurikDankill]] 15:53, 16 August 2009 (MDT)</div>Eonir777https://www.dandwiki.com/w/index.php?title=Gritaur_(3.5e_Race)&diff=417976Gritaur (3.5e Race)2009-10-08T21:37:33Z<p>Eonir777: </p>
<hr />
<div>{{author<br />
|author_name=Sabelkatten<br />
|date_created=2008-12-21<br />
|status=Playable (untested)<br />
}}<br />
{{x0<br />
|la=+1<br />
|ecl=3<br />
|type=Monstrous humanoid<br />
|ability_adjust=+2 DEX, +2 CON<br />
|size=Medium<br />
|favored_class=Ranger<br />
|desc=Small winged griffon-centaurs. Independent tribal hunters.<br />
}}<br />
<br />
=Gritaur=<br />
<br />
[[Image:Gritaurs.JPG|thumb|Two Gritaurs.]]<br />
<br />
Gritaurs are a fairly recently created race. A few hundred years ago the Southern Empire was collapsing, unable to bring its rebellious northern provinces under control. To counter the aerial troops available to the northeners the imperial mage corps created a new race, supposedly perfectly suited to act as flying or land-based scouts and skirmishers. Despite serious cost overruns and some spectacular failures the project was declared a success in record time.<br />
<br />
Unfortunately for the Empire the gritaurs where brought in to late. They did their job fairly well, but were completely outmatched by the numbers and experience of their opponents. Near the end of the war the Empire tried for one last great offense, bringing in every gritaur they could spare as support. However one suspicious gritaur used hir scouting skills to spy on the commanders for the offense and found out that the gritaur's mission was to be a suicide - the Empire was changing its tactics, and the gritaurs would be sacrificed to make way for the other troops.<br />
<br />
Infuriated by this news most of the gritaur forces deserted the Imperial army on the day of the assault. As the news spread gritaurs in other units also left. Hunted by their former employers and seen with hostile eyes by the northeners they formed into smaller groups and set about making their living away from all others.<br />
<br />
==Personality==<br />
<br />
Gritaurs are psychologically fairly close to humans. One minor difference is that due to their history gritaurs tend to be extremely suspicious of authority, which many people who meet them interprete as a love of independence. Gritaurs are in fact happy to work for others, and gritaur societies usually has clear leaders. But it takes quite a while for a leader to gain a gritaur's trust, and gritaurs that take employment in other societies usually make it clear that they will leave immediately if their employer betrays them in any way. Since the definition of "betrayal" is up to the gritaur few people really trust them in return.<br />
<br />
The major difference is that gritaurs are all fully functional hermaphrodites which makes sexual divisions a none-issue. That doesn't mean there aren't other issues: Gritaurs are not well designed for bearing young, and on average 20% of all childbirths result in the mother dying and almost 40% of all children are stillborn! Even with healing magic available those numbers are no more than halved.<br />
<br />
This means that gritaurs view sex from a female position negatively, but highly respect mothers. This carries over to other races as well, which can cause some problems when gritaurs usually ignore the king for the queen, for example. It also makes for some confusion when people from other races assume that a gritaur they meet is female due to the way shi looks, while the gritaur in question acts like a man.<br />
<br />
==Physical Description==<br />
<br />
Gritaurs are small human/griffon centaurs. The upper body looks like a young - thought fairly heavily built - human woman. The impression of youth comes from the small breasts and very large eyes, not from actual age. They also have pointed elf-like ears which has caused some to speculate that elfs went into their creation as well, but there is nothing that supports this. The head of a gritaur reaches about 5' up.<br />
<br />
Below the human waist is the eagle part of a griffon, scaled to size. Even so it's still quite large, reaching a little less than 3' in height with a wingspan of around 20'. The forelegs are bird-like, covered in feathers down to the knee and ends in short but wicked talons. When walking the claws are bent up so that they aren't worn down from scratching the ground. The talons can grip objects quite effectively, but except for a few legendary individuals the fine control isn't up to wielding weapons.<br />
<br />
The hindquarters are lion-like, but with longer and more muscled legs making walking easier over long distances. The tail is very long, 4-5', powerful and dexterious. In flight it's used as a rudder to manage fine control, but it can serve as an extra hand to grab and hold simple objects or unruly children. At best a gritaur can lift half its base load (43 lb. for STR 12) with its tail fully extended, but the grip is strong enough to hold 3x its base load for a short while.<br />
<br />
Hair color is typically light to dark brown, eyes are brown or green, skin color is white or dusky, feather color is brown or sometimes black, often with lighter color on the primaries, and fur color is sandy gold.<br />
<br />
==Relations==<br />
<br />
Gritaurs are neutral to most other races, but they have a problem with elves as that race figured heavily in their creation and subsequent betrayal. The Southern Empire was an elf/human society, while there were few elves in the northern countries. Even thought most elves have never heard about it gritaurs will usually try to avoid becoming involved with them.<br />
<br />
==Alignment==<br />
<br />
Gritaurs are typically true neutral or CN. Some individuals are good and/or lawful, but very few are evil.<br />
<br />
==Lands==<br />
<br />
Gritaurs prefer mountainous terrain where their flying ability is most useful. It also has the advantage of removing them from most sources of conflict as most other mountain races are cave-dwellers. They often have friendly relations with dwarfs, and sometimes come into conflict with goblinoids of various kinds. Most conflicts are solved by the gritaurs simply moving to another territory, though.<br />
<br />
==Religion==<br />
<br />
Gritaurs have no native religion. As a created race they already know where they come from, and any devotion is usually to whichever deity a certain gritaur feels have helped her. Druids are fairly common.<br />
<br />
==Language==<br />
<br />
Gritaurs speak either Common or Elven, depending on where they originated.<br />
<br />
==Names==<br />
<br />
Naming conventions vary between tribes/clans, but strangly enough gritaurs often use elven names.<br />
<br />
==Racial Traits==<br />
<br />
* +2 [[Dexterity]], +2 [[Constitution]]: Gritaurs are larger, tougher and slightly faster than humans. But the way they're put together limits their effective strength.<br />
<br />
* [[SRD:Monstrous Humanoid Type|Monstrous humanoid]]: Gritaurs are a mixture of human, bird and feline.<br />
<br />
* [[SRD:Medium|Medium]]: Though heavier than humans gritaurs are not large enough to count as more than medium-sized (but see below).<br />
<br />
* Gritaur [[base land speed]] is 40 feet (8 squares). Gritaur [[SRD:Fly|fly speed]] is 60 feet (average). Medium armor reduces fly speed to 50 feet (poor), gritaurs can not fly with heavy armor.<br />
<br />
* Powerfully built quadruped: Thought not large-sized gritaurs are heavier than a first glance would lead one to believe. They benefit from a +2 bonus on [[SRD:Grapple|grapple]] checks, +2 bonus on [[SRD:Ability Check|ability checks]] made in a [[SRD:Bull Rush|bull rush]], [[SRD:Overrun|overrun]], or [[SRD:Trip|trip]], and lifting and carrying limits two times those of [[SRD:Medium|Medium]] bipedal characters.<br />
<br />
* Prehensile tail: Though a gritaur can use its tail to strike in close combat and to hold simple objects it does usually not have enough control to make any complicated operations. However a gritaur can take a feat ''Tail Training'' that allows it to wield a medium-sized weapon melee or thrown weapon and gain a +2 bonus to grapple checks. The tail is still treated as off-hand, but the [[SRD:Multiweapon Fighting|Multiweapon Fighting]] feat eliminates the penalty (if the gritaur already has Two-Weapon Fighting it gets Multiweapon Fighting for free).<br />
<br />
* Clawed feet: A gritaur can gain the special abilities [[Rake]] and [[Pounce]] as feats.<br />
<br />
* Unusualy body structure: Armor, except for helmets, cost and weight 50% extra for gritaurs. Footgear is even worse, to cover all four feet it weights 100% extra and costs 200% extra.<br />
<br />
* [[SRD:Low-Light Vision|Low-Light Vision]]: A gritaur can see twice as far as a [[SRD:Humans (Race)|human]] in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.<br />
<br />
* Racial [[SRD:Hit Dice|Hit Dice]]: A gritaur begins with two levels of [[SRD:Monstrous Humanoid Type|monstrous humanoid]], which provide 2d8 [[SRD:Hit Dice|Hit Dice]], a [[SRD:Base Attack Bonus|base attack bonus]] of +2, and base [[SRD:Saving Throw|saving throw]] bonuses of [[SRD:Fortitude Save|Fort]] +3, [[SRD:Reflex Save|Ref]] +3, and [[SRD:Will Save|Will]] +0. Note that gritaurs have better Fortitude than Will saves - their creators did not want a race that was resistant to commands.<br />
<br />
* Racial Skills: A gritaur’s [[SRD:Monstrous Humanoid Type|monstrous humanoid]] levels give it [[SRD:Skill Points|skill points]] equal to 5 &times; (3 + [[SRD:Intelligence|Int]] modifier). Its [[SRD:Class|class]] skills are the same as a [[SRD:Ranger|Ranger]]. Note that gritaurs are better educated than most monster races.<br />
<br />
* Racial [[SRD:Feats|Feats]]: A gritaur’s [[SRD:Monstrous Humanoid Type|monstrous humanoid]] levels give it one [[SRD:Feats|feat]].<br />
<br />
* +4 racial bonus on [[SRD:Spot Skill|Spot]] checks. Gritaur eyes are extremely keen.<br />
<br />
* Generally very perceptive creatures, Gritaurs gain [[SRD:Alertness|Alertness]] as a bonus feat.<br />
<br />
* +2 [[SRD:Natural Armor|natural armor]] bonus. The feathers provide good protection, and there's a lot of renduancy in the organs.<br />
<br />
* [[SRD:Natural Weapon|Natural Weapons]]: 2 claws (1d4) and 1 tail-slap (1d4)<br />
<br />
* Weapon Proficiency: A gritaur is automatically proficient with all [[SRD:Weapons|simple weapons]], the [[SRD:Longbow|longbow]] (including [[SRD:Composite Longbow|composite longbow]]), the [[SRD:Shortbow|shortbow]] (including [[SRD:Composite Shortbow|composite shortbow]]), [[SRD:Light Armor|light armor]], and [[SRD:Shields|shields]].<br />
<br />
* [[Automatic Languages]]: Common or Elven. Exact language depends on the tribe/clan. [[Bonus Languages]]: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.<br />
<br />
* [[Favored Class]]: Ranger.<br />
<br />
* [[Level Adjustment]]: +1<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Gritaur Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 12 years || +1d4 || +1d6 || +2d6<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Gritaur Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 40 years || 50 years || 60 years || +2d6 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Gritaur Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | 4' 4" || +2d6 || 250 lb. || &times; (2d4) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Monstrous Humanoid Type]]<br />
[[Category:LA1]]<br />
[[Category:ECL3]]</div>Eonir777https://www.dandwiki.com/w/index.php?title=Talk:Gritaur_(3.5e_Race)&diff=417871Talk:Gritaur (3.5e Race)2009-10-07T23:20:49Z<p>Eonir777: </p>
<hr />
<div>== Keeping the LA Low ==<br />
<br />
I love your race. Bird people rock. Just to let you know, I corrected some typos and linked some things. Nothing major. If I can say one thing...I think you should jack up their LA by 1. They are a bit over-powered at the moment. Other than that though, great race! --[[User:Eonir777|Eonir]] 10:11, 20 September 2009 (MDT)<br />
<br />
:Do you have any suggestions about how to make them better balanced while remaining LA+1? I'd rather not push it up higher, ECL3 is problematic enough when making a new character. {{Unsigned|Sabelkatten|12:58, 20 September 2009 (MDT)}}<br />
<br />
::Noticed it said kind instead of king in the personality section, refering to whom they listen and fixed. --[[User:Sevant|Sevant]] 09:31, 30 September 2009 (MDT)<br />
<br />
:::First off, they have 2 levels in monstrous humanoid...that already jacks their LA up by 2...if your fine with that, and want to keep the base LA at +1, then this is what you need to do...<br />
:::# Get rid of the "Prehensile Tail" ability. They can still have a tail, but not a useful one.<br />
:::# Change their ability bonus' to +2 dex and con, instead of what they currently have.<br />
:::# No more rake and pounce.<br />
:::If you need anything else just ask! --[[User:Eonir777|Eonir]] 19:33, 21 September 2009 (MDT)<br />
<br />
::::I've looked at the "ECL calculator", which puts them with their current stats at ECL 3, close to 4... OTOH the ECL "rules" doesn't seem to be very well thought out, so maybe it's actually higher.<br />
::::Lower stats seem like a good idea, at least strength (the "sort of large" advantage gives them most of the bonuses I wanted anyway). WIS doesn't add that much, but they are supposed to be extremely attentive and a WIS bonus does that.<br />
::::About the other advantages they all require feats to be used, doesn't that pretty much negate their value? --[[User:Sabelkatten|Sabelkatten]] 13:38, 30 September 2009 (MDT)<br />
<br />
:::::Not necessarily. And if you want to make them "attentive", just give them alertness as a bonus feat. --[[User:Eonir777|Eonir]] 19:07, 30 September 2009 (MDT)<br />
<br />
::::::Dropped the STR and WIS bonuses, added alertness feat. Kept the special abilities, but I'm thinking about dropping the natural armor bonus to +1.--[[User:Sabelkatten|Sabelkatten]] 15:28, 7 October 2009 (MDT)<br />
<br />
:::::::Good idea :D--[[User:Eonir777|Eonir]] 17:20, 7 October 2009 (MDT)</div>Eonir777https://www.dandwiki.com/w/index.php?title=Gritaur_(3.5e_Race)&diff=416884Gritaur (3.5e Race)2009-10-01T01:12:35Z<p>Eonir777: /* Lands */</p>
<hr />
<div>{{author<br />
|author_name=Sabelkatten<br />
|date_created=2008-12-21<br />
|status=Playable (untested)<br />
}}<br />
{{x0<br />
|la=+1<br />
|ecl=3<br />
|type=Monstrous humanoid<br />
|ability_adjust=+2 STR, +2 DEX, +2 CON, +2 WIS<br />
|size=Medium<br />
|favored_class=Ranger<br />
|desc=Small winged griffon-centaurs. Independent tribal hunters.<br />
}}<br />
<br />
=Gritaur=<br />
<br />
[[Image:Gritaurs.JPG|thumb|Two Gritaurs.]]<br />
<br />
Gritaurs are a fairly recently created race. A few hundred years ago the Southern Empire was collapsing, unable to bring its rebellious northern provinces under control. To counter the aerial troops available to the northeners the imperial mage corps created a new race, supposedly perfectly suited to act as flying or land-based scouts and skirmishers. Despite serious cost overruns and some spectacular failures the project was declared a success in record time.<br />
<br />
Unfortunately for the Empire the gritaurs where brought in to late. They did their job fairly well, but were completely outmatched by the numbers and experience of their opponents. Near the end of the war the Empire tried for one last great offense, bringing in every gritaur they could spare as support. However one suspicious gritaur used hir scouting skills to spy on the commanders for the offense and found out that the gritaur's mission was to be a suicide - the Empire was changing its tactics, and the gritaurs would be sacrificed to make way for the other troops.<br />
<br />
Infuriated by this news most of the gritaur forces deserted the Imperial army on the day of the assault. As the news spread gritaurs in other units also left. Hunted by their former employers and seen with hostile eyes by the northeners they formed into smaller groups and set about making their living away from all others.<br />
<br />
==Personality==<br />
<br />
Gritaurs are psychologically fairly close to humans. One minor difference is that due to their history gritaurs tend to be extremely suspicious of authority, which many people who meet them interprete as a love of independence. Gritaurs are in fact happy to work for others, and gritaur societies usually has clear leaders. But it takes quite a while for a leader to gain a gritaur's trust, and gritaurs that take employment in other societies usually make it clear that they will leave immediately if their employer betrays them in any way. Since the definition of "betrayal" is up to the gritaur few people really trust them in return.<br />
<br />
The major difference is that gritaurs are all fully functional hermaphrodites which makes sexual divisions a none-issue. That doesn't mean there aren't other issues: Gritaurs are not well designed for bearing young, and on average 20% of all childbirths result in the mother dying and almost 40% of all children are stillborn! Even with healing magic available those numbers are no more than halved.<br />
<br />
This means that gritaurs view sex from a female position negatively, but highly respect mothers. This carries over to other races as well, which can cause some problems when gritaurs usually ignore the king for the queen, for example. It also makes for some confusion when people from other races assume that a gritaur they meet is female due to the way shi looks, while the gritaur in question acts like a man.<br />
<br />
==Physical Description==<br />
<br />
Gritaurs are small human/griffon centaurs. The upper body looks like a young - thought fairly heavily built - human woman. The impression of youth comes from the small breasts and very large eyes, not from actual age. They also have pointed elf-like ears which has caused some to speculate that elfs went into their creation as well, but there is nothing that supports this. The head of a gritaur reaches about 5' up.<br />
<br />
Below the human waist is the eagle part of a griffon, scaled to size. Even so it's still quite large, reaching a little less than 3' in height with a wingspan of around 20'. The forelegs are bird-like, covered in feathers down to the knee and ends in short but wicked talons. When walking the claws are bent up so that they aren't worn down from scratching the ground. The talons can grip objects quite effectively, but except for a few legendary individuals the fine control isn't up to wielding weapons.<br />
<br />
The hindquarters are lion-like, but with longer and more muscled legs making walking easier over long distances. The tail is very long, 4-5', powerful and dexterious. In flight it's used as a rudder to manage fine control, but it can serve as an extra hand to grab and hold simple objects or unruly children. At best a gritaur can lift half its base load (43 lb. for STR 12) with its tail fully extended, but the grip is strong enough to hold 3x its base load for a short while.<br />
<br />
Hair color is typically light to dark brown, eyes are brown or green, skin color is white or dusky, feather color is brown or sometimes black, often with lighter color on the primaries, and fur color is sandy gold.<br />
<br />
==Relations==<br />
<br />
Gritaurs are neutral to most other races, but they have a problem with elves as that race figured heavily in their creation and subsequent betrayal. The Southern Empire was an elf/human society, while there were few elves in the northern countries. Even thought most elves have never heard about it gritaurs will usually try to avoid becoming involved with them.<br />
<br />
==Alignment==<br />
<br />
Gritaurs are typically true neutral or CN. Some individuals are good and/or lawful, but very few are evil.<br />
<br />
==Lands==<br />
<br />
Gritaurs prefer mountainous terrain where their flying ability is most useful. It also has the advantage of removing them from most sources of conflict as most other mountain races are cave-dwellers. They often have friendly relations with dwarfs, and sometimes come into conflict with goblinoids of various kinds. Most conflicts are solved by the gritaurs simply moving to another territory though.<br />
<br />
==Religion==<br />
<br />
Gritaurs have no native religion. As a created race they already know where they come from, and any devotion is usually to whichever deity a certain gritaur feels have helped her. Druids are fairly common.<br />
<br />
==Language==<br />
<br />
Gritaurs speak either Common or Elven, depending on where they originated.<br />
<br />
==Names==<br />
<br />
Naming conventions vary between tribes/clans, but strangly enough gritaurs often use elven names.<br />
<br />
==Racial Traits==<br />
<br />
* +2 [[Strength]], +2 [[Dexterity]], +2 [[Constitution]], +2 [[Wisdom]]: Gritaurs are larger, slightly faster than humans, and quick-witted. But the way they're put together limits their effective strength.<br />
<br />
* [[SRD:Monstrous Humanoid Type|Monstrous humanoid]]: Gritaurs are a mixture of human, bird and feline.<br />
<br />
* [[SRD:Medium|Medium]]: Though heavier than humans gritaurs are not large enough to count as more than medium-sized (but see below).<br />
<br />
* Gritaur [[base land speed]] is 40 feet (8 squares). Gritaur [[SRD:Fly|fly speed]] is 60 feet (average). Medium armor reduces fly speed to 50 feet (poor), gritaurs can not fly with heavy armor.<br />
<br />
* Powerfully built quadruped: Thought not large-sized gritaurs are heavier than a first glance would lead one to believe. They benefit from a +2 bonus on [[SRD:Grapple|grapple]] checks, +2 bonus on [[SRD:Ability Check|ability checks]] made to resist being [[SRD:Bull Rush|bull rush]]ed, [[SRD:Overrun|overrun]], or [[SRD:Trip|trip]]ped, and lifting and carrying limits two times those of [[SRD:Medium|Medium]] bipedal characters.<br />
<br />
* Prehensile tail: Though a gritaur can use its tail to strike in close combat and to hold simple objects it does usually not have enough control to make any complicated operations. However a gritaur can take a feat ''Tail Training'' that allows it to wield a medium-sized weapon melee or thrown weapon and gain a +2 bonus to grapple checks. The tail is still treated as off-hand, but the [[SRD:Multiweapon Fighting|Multiweapon Fighting]] feat eliminates the penalty (if the gritaur already has Two-Weapon Fighting it gets Multiweapon Fighting for free).<br />
<br />
* Clawed feet: A gritaur can gain the special abilities [[Rake]] and [[Pounce]] as feats.<br />
<br />
* Unusualy body structure: Armor, except for helmets, cost and weight 50% extra for gritaurs. Footgear is even worse, to cover all four feet it weights 100% extra and costs 200% extra.<br />
<br />
* [[SRD:Low-Light Vision|Low-Light Vision]]: A gritaur can see twice as far as a [[SRD:Humans (Race)|human]] in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.<br />
<br />
* Racial [[SRD:Hit Dice|Hit Dice]]: A gritaur begins with two levels of [[SRD:Monstrous Humanoid Type|monstrous humanoid]], which provide 2d8 [[SRD:Hit Dice|Hit Dice]], a [[SRD:Base Attack Bonus|base attack bonus]] of +2, and base [[SRD:Saving Throw|saving throw]] bonuses of [[SRD:Fortitude Save|Fort]] +3, [[SRD:Reflex Save|Ref]] +3, and [[SRD:Will Save|Will]] +0. Note that gritaurs have better Fortitude than Will saves - their creators did not want a race that was resistant to commands.<br />
<br />
* Racial Skills: A gritaur’s [[SRD:Monstrous Humanoid Type|monstrous humanoid]] levels give it [[SRD:Skill Points|skill points]] equal to 5 &times; (3 + [[SRD:Intelligence|Int]] modifier). Its [[SRD:Class|class]] skills are the same as a [[SRD:Ranger|Ranger]]. Note that gritaurs are better educated than most monster races.<br />
<br />
* Racial [[SRD:Feats|Feats]]: A gritaur’s [[SRD:Monstrous Humanoid Type|monstrous humanoid]] levels give it one [[SRD:Feats|feat]].<br />
<br />
* +4 racial bonus on [[SRD:Spot Skill|Spot]] checks. Gritaur eyes are extremely keen eyed.<br />
<br />
* +2 [[SRD:Natural Armor|natural armor]] bonus. The feathers provide good protection, and there's a lot of renduancy in the organs.<br />
<br />
* [[SRD:Natural Weapon|Natural Weapons]]: 2 claws (1d4) and 1 tail-slap (1d4)<br />
<br />
* Weapon Proficiency: A gritaur is automatically proficient with all [[SRD:Weapons|simple weapons]], the [[SRD:Longbow|longbow]] (including [[SRD:Composite Longbow|composite longbow]]), the [[SRD:Shortbow|shortbow]] (including [[SRD:Composite Shortbow|composite shortbow]]), [[SRD:Light Armor|light armor]], and [[SRD:Shields|shields]].<br />
<br />
* [[Automatic Languages]]: Common and Elven. Exact language depends on the tribe/clan. [[Bonus Languages]]: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.<br />
<br />
* [[Favored Class]]: Ranger.<br />
<br />
* [[Level Adjustment]]: +1<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Gritaur Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 12 years || +1d4 || +1d6 || +2d6<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Gritaur Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 40 years || 50 years || 60 years || +2d6 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Gritaur Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | 4' 4" || +2d6 || 250 lb. || &times; (2d4) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Monstrous Humanoid Type]]<br />
[[Category:LA1]]<br />
[[Category:ECL3]]</div>Eonir777https://www.dandwiki.com/w/index.php?title=Gritaur_(3.5e_Race)&diff=416883Gritaur (3.5e Race)2009-10-01T01:11:51Z<p>Eonir777: /* Religion */</p>
<hr />
<div>{{author<br />
|author_name=Sabelkatten<br />
|date_created=2008-12-21<br />
|status=Playable (untested)<br />
}}<br />
{{x0<br />
|la=+1<br />
|ecl=3<br />
|type=Monstrous humanoid<br />
|ability_adjust=+2 STR, +2 DEX, +2 CON, +2 WIS<br />
|size=Medium<br />
|favored_class=Ranger<br />
|desc=Small winged griffon-centaurs. Independent tribal hunters.<br />
}}<br />
<br />
=Gritaur=<br />
<br />
[[Image:Gritaurs.JPG|thumb|Two Gritaurs.]]<br />
<br />
Gritaurs are a fairly recently created race. A few hundred years ago the Southern Empire was collapsing, unable to bring its rebellious northern provinces under control. To counter the aerial troops available to the northeners the imperial mage corps created a new race, supposedly perfectly suited to act as flying or land-based scouts and skirmishers. Despite serious cost overruns and some spectacular failures the project was declared a success in record time.<br />
<br />
Unfortunately for the Empire the gritaurs where brought in to late. They did their job fairly well, but were completely outmatched by the numbers and experience of their opponents. Near the end of the war the Empire tried for one last great offense, bringing in every gritaur they could spare as support. However one suspicious gritaur used hir scouting skills to spy on the commanders for the offense and found out that the gritaur's mission was to be a suicide - the Empire was changing its tactics, and the gritaurs would be sacrificed to make way for the other troops.<br />
<br />
Infuriated by this news most of the gritaur forces deserted the Imperial army on the day of the assault. As the news spread gritaurs in other units also left. Hunted by their former employers and seen with hostile eyes by the northeners they formed into smaller groups and set about making their living away from all others.<br />
<br />
==Personality==<br />
<br />
Gritaurs are psychologically fairly close to humans. One minor difference is that due to their history gritaurs tend to be extremely suspicious of authority, which many people who meet them interprete as a love of independence. Gritaurs are in fact happy to work for others, and gritaur societies usually has clear leaders. But it takes quite a while for a leader to gain a gritaur's trust, and gritaurs that take employment in other societies usually make it clear that they will leave immediately if their employer betrays them in any way. Since the definition of "betrayal" is up to the gritaur few people really trust them in return.<br />
<br />
The major difference is that gritaurs are all fully functional hermaphrodites which makes sexual divisions a none-issue. That doesn't mean there aren't other issues: Gritaurs are not well designed for bearing young, and on average 20% of all childbirths result in the mother dying and almost 40% of all children are stillborn! Even with healing magic available those numbers are no more than halved.<br />
<br />
This means that gritaurs view sex from a female position negatively, but highly respect mothers. This carries over to other races as well, which can cause some problems when gritaurs usually ignore the king for the queen, for example. It also makes for some confusion when people from other races assume that a gritaur they meet is female due to the way shi looks, while the gritaur in question acts like a man.<br />
<br />
==Physical Description==<br />
<br />
Gritaurs are small human/griffon centaurs. The upper body looks like a young - thought fairly heavily built - human woman. The impression of youth comes from the small breasts and very large eyes, not from actual age. They also have pointed elf-like ears which has caused some to speculate that elfs went into their creation as well, but there is nothing that supports this. The head of a gritaur reaches about 5' up.<br />
<br />
Below the human waist is the eagle part of a griffon, scaled to size. Even so it's still quite large, reaching a little less than 3' in height with a wingspan of around 20'. The forelegs are bird-like, covered in feathers down to the knee and ends in short but wicked talons. When walking the claws are bent up so that they aren't worn down from scratching the ground. The talons can grip objects quite effectively, but except for a few legendary individuals the fine control isn't up to wielding weapons.<br />
<br />
The hindquarters are lion-like, but with longer and more muscled legs making walking easier over long distances. The tail is very long, 4-5', powerful and dexterious. In flight it's used as a rudder to manage fine control, but it can serve as an extra hand to grab and hold simple objects or unruly children. At best a gritaur can lift half its base load (43 lb. for STR 12) with its tail fully extended, but the grip is strong enough to hold 3x its base load for a short while.<br />
<br />
Hair color is typically light to dark brown, eyes are brown or green, skin color is white or dusky, feather color is brown or sometimes black, often with lighter color on the primaries, and fur color is sandy gold.<br />
<br />
==Relations==<br />
<br />
Gritaurs are neutral to most other races, but they have a problem with elves as that race figured heavily in their creation and subsequent betrayal. The Southern Empire was an elf/human society, while there were few elves in the northern countries. Even thought most elves have never heard about it gritaurs will usually try to avoid becoming involved with them.<br />
<br />
==Alignment==<br />
<br />
Gritaurs are typically true neutral or CN. Some individuals are good and/or lawful, but very few are evil.<br />
<br />
==Lands==<br />
<br />
Gritaurs prefer mountainous terrain where their flying ability is most useful. It also has the advantage of removing them from most sources of conflict as most other mountain races are cave-dwellers. They often have friendly relations with dwarfs, and sometimes come into conflict with goblinoids of various kinds. Most conflicts are solved by the gritaurs simply moving to another territory, thought.<br />
<br />
==Religion==<br />
<br />
Gritaurs have no native religion. As a created race they already know where they come from, and any devotion is usually to whichever deity a certain gritaur feels have helped her. Druids are fairly common.<br />
<br />
==Language==<br />
<br />
Gritaurs speak either Common or Elven, depending on where they originated.<br />
<br />
==Names==<br />
<br />
Naming conventions vary between tribes/clans, but strangly enough gritaurs often use elven names.<br />
<br />
==Racial Traits==<br />
<br />
* +2 [[Strength]], +2 [[Dexterity]], +2 [[Constitution]], +2 [[Wisdom]]: Gritaurs are larger, slightly faster than humans, and quick-witted. But the way they're put together limits their effective strength.<br />
<br />
* [[SRD:Monstrous Humanoid Type|Monstrous humanoid]]: Gritaurs are a mixture of human, bird and feline.<br />
<br />
* [[SRD:Medium|Medium]]: Though heavier than humans gritaurs are not large enough to count as more than medium-sized (but see below).<br />
<br />
* Gritaur [[base land speed]] is 40 feet (8 squares). Gritaur [[SRD:Fly|fly speed]] is 60 feet (average). Medium armor reduces fly speed to 50 feet (poor), gritaurs can not fly with heavy armor.<br />
<br />
* Powerfully built quadruped: Thought not large-sized gritaurs are heavier than a first glance would lead one to believe. They benefit from a +2 bonus on [[SRD:Grapple|grapple]] checks, +2 bonus on [[SRD:Ability Check|ability checks]] made to resist being [[SRD:Bull Rush|bull rush]]ed, [[SRD:Overrun|overrun]], or [[SRD:Trip|trip]]ped, and lifting and carrying limits two times those of [[SRD:Medium|Medium]] bipedal characters.<br />
<br />
* Prehensile tail: Though a gritaur can use its tail to strike in close combat and to hold simple objects it does usually not have enough control to make any complicated operations. However a gritaur can take a feat ''Tail Training'' that allows it to wield a medium-sized weapon melee or thrown weapon and gain a +2 bonus to grapple checks. The tail is still treated as off-hand, but the [[SRD:Multiweapon Fighting|Multiweapon Fighting]] feat eliminates the penalty (if the gritaur already has Two-Weapon Fighting it gets Multiweapon Fighting for free).<br />
<br />
* Clawed feet: A gritaur can gain the special abilities [[Rake]] and [[Pounce]] as feats.<br />
<br />
* Unusualy body structure: Armor, except for helmets, cost and weight 50% extra for gritaurs. Footgear is even worse, to cover all four feet it weights 100% extra and costs 200% extra.<br />
<br />
* [[SRD:Low-Light Vision|Low-Light Vision]]: A gritaur can see twice as far as a [[SRD:Humans (Race)|human]] in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.<br />
<br />
* Racial [[SRD:Hit Dice|Hit Dice]]: A gritaur begins with two levels of [[SRD:Monstrous Humanoid Type|monstrous humanoid]], which provide 2d8 [[SRD:Hit Dice|Hit Dice]], a [[SRD:Base Attack Bonus|base attack bonus]] of +2, and base [[SRD:Saving Throw|saving throw]] bonuses of [[SRD:Fortitude Save|Fort]] +3, [[SRD:Reflex Save|Ref]] +3, and [[SRD:Will Save|Will]] +0. Note that gritaurs have better Fortitude than Will saves - their creators did not want a race that was resistant to commands.<br />
<br />
* Racial Skills: A gritaur’s [[SRD:Monstrous Humanoid Type|monstrous humanoid]] levels give it [[SRD:Skill Points|skill points]] equal to 5 &times; (3 + [[SRD:Intelligence|Int]] modifier). Its [[SRD:Class|class]] skills are the same as a [[SRD:Ranger|Ranger]]. Note that gritaurs are better educated than most monster races.<br />
<br />
* Racial [[SRD:Feats|Feats]]: A gritaur’s [[SRD:Monstrous Humanoid Type|monstrous humanoid]] levels give it one [[SRD:Feats|feat]].<br />
<br />
* +4 racial bonus on [[SRD:Spot Skill|Spot]] checks. Gritaur eyes are extremely keen eyed.<br />
<br />
* +2 [[SRD:Natural Armor|natural armor]] bonus. The feathers provide good protection, and there's a lot of renduancy in the organs.<br />
<br />
* [[SRD:Natural Weapon|Natural Weapons]]: 2 claws (1d4) and 1 tail-slap (1d4)<br />
<br />
* Weapon Proficiency: A gritaur is automatically proficient with all [[SRD:Weapons|simple weapons]], the [[SRD:Longbow|longbow]] (including [[SRD:Composite Longbow|composite longbow]]), the [[SRD:Shortbow|shortbow]] (including [[SRD:Composite Shortbow|composite shortbow]]), [[SRD:Light Armor|light armor]], and [[SRD:Shields|shields]].<br />
<br />
* [[Automatic Languages]]: Common and Elven. Exact language depends on the tribe/clan. [[Bonus Languages]]: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.<br />
<br />
* [[Favored Class]]: Ranger.<br />
<br />
* [[Level Adjustment]]: +1<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Gritaur Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 12 years || +1d4 || +1d6 || +2d6<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Gritaur Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 40 years || 50 years || 60 years || +2d6 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Gritaur Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | 4' 4" || +2d6 || 250 lb. || &times; (2d4) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Monstrous Humanoid Type]]<br />
[[Category:LA1]]<br />
[[Category:ECL3]]</div>Eonir777https://www.dandwiki.com/w/index.php?title=Gritaur_(3.5e_Race)&diff=416881Gritaur (3.5e Race)2009-10-01T01:11:12Z<p>Eonir777: /* Racial Traits */</p>
<hr />
<div>{{author<br />
|author_name=Sabelkatten<br />
|date_created=2008-12-21<br />
|status=Playable (untested)<br />
}}<br />
{{x0<br />
|la=+1<br />
|ecl=3<br />
|type=Monstrous humanoid<br />
|ability_adjust=+2 STR, +2 DEX, +2 CON, +2 WIS<br />
|size=Medium<br />
|favored_class=Ranger<br />
|desc=Small winged griffon-centaurs. Independent tribal hunters.<br />
}}<br />
<br />
=Gritaur=<br />
<br />
[[Image:Gritaurs.JPG|thumb|Two Gritaurs.]]<br />
<br />
Gritaurs are a fairly recently created race. A few hundred years ago the Southern Empire was collapsing, unable to bring its rebellious northern provinces under control. To counter the aerial troops available to the northeners the imperial mage corps created a new race, supposedly perfectly suited to act as flying or land-based scouts and skirmishers. Despite serious cost overruns and some spectacular failures the project was declared a success in record time.<br />
<br />
Unfortunately for the Empire the gritaurs where brought in to late. They did their job fairly well, but were completely outmatched by the numbers and experience of their opponents. Near the end of the war the Empire tried for one last great offense, bringing in every gritaur they could spare as support. However one suspicious gritaur used hir scouting skills to spy on the commanders for the offense and found out that the gritaur's mission was to be a suicide - the Empire was changing its tactics, and the gritaurs would be sacrificed to make way for the other troops.<br />
<br />
Infuriated by this news most of the gritaur forces deserted the Imperial army on the day of the assault. As the news spread gritaurs in other units also left. Hunted by their former employers and seen with hostile eyes by the northeners they formed into smaller groups and set about making their living away from all others.<br />
<br />
==Personality==<br />
<br />
Gritaurs are psychologically fairly close to humans. One minor difference is that due to their history gritaurs tend to be extremely suspicious of authority, which many people who meet them interprete as a love of independence. Gritaurs are in fact happy to work for others, and gritaur societies usually has clear leaders. But it takes quite a while for a leader to gain a gritaur's trust, and gritaurs that take employment in other societies usually make it clear that they will leave immediately if their employer betrays them in any way. Since the definition of "betrayal" is up to the gritaur few people really trust them in return.<br />
<br />
The major difference is that gritaurs are all fully functional hermaphrodites which makes sexual divisions a none-issue. That doesn't mean there aren't other issues: Gritaurs are not well designed for bearing young, and on average 20% of all childbirths result in the mother dying and almost 40% of all children are stillborn! Even with healing magic available those numbers are no more than halved.<br />
<br />
This means that gritaurs view sex from a female position negatively, but highly respect mothers. This carries over to other races as well, which can cause some problems when gritaurs usually ignore the king for the queen, for example. It also makes for some confusion when people from other races assume that a gritaur they meet is female due to the way shi looks, while the gritaur in question acts like a man.<br />
<br />
==Physical Description==<br />
<br />
Gritaurs are small human/griffon centaurs. The upper body looks like a young - thought fairly heavily built - human woman. The impression of youth comes from the small breasts and very large eyes, not from actual age. They also have pointed elf-like ears which has caused some to speculate that elfs went into their creation as well, but there is nothing that supports this. The head of a gritaur reaches about 5' up.<br />
<br />
Below the human waist is the eagle part of a griffon, scaled to size. Even so it's still quite large, reaching a little less than 3' in height with a wingspan of around 20'. The forelegs are bird-like, covered in feathers down to the knee and ends in short but wicked talons. When walking the claws are bent up so that they aren't worn down from scratching the ground. The talons can grip objects quite effectively, but except for a few legendary individuals the fine control isn't up to wielding weapons.<br />
<br />
The hindquarters are lion-like, but with longer and more muscled legs making walking easier over long distances. The tail is very long, 4-5', powerful and dexterious. In flight it's used as a rudder to manage fine control, but it can serve as an extra hand to grab and hold simple objects or unruly children. At best a gritaur can lift half its base load (43 lb. for STR 12) with its tail fully extended, but the grip is strong enough to hold 3x its base load for a short while.<br />
<br />
Hair color is typically light to dark brown, eyes are brown or green, skin color is white or dusky, feather color is brown or sometimes black, often with lighter color on the primaries, and fur color is sandy gold.<br />
<br />
==Relations==<br />
<br />
Gritaurs are neutral to most other races, but they have a problem with elves as that race figured heavily in their creation and subsequent betrayal. The Southern Empire was an elf/human society, while there were few elves in the northern countries. Even thought most elves have never heard about it gritaurs will usually try to avoid becoming involved with them.<br />
<br />
==Alignment==<br />
<br />
Gritaurs are typically true neutral or CN. Some individuals are good and/or lawful, but very few are evil.<br />
<br />
==Lands==<br />
<br />
Gritaurs prefer mountainous terrain where their flying ability is most useful. It also has the advantage of removing them from most sources of conflict as most other mountain races are cave-dwellers. They often have friendly relations with dwarfs, and sometimes come into conflict with goblinoids of various kinds. Most conflicts are solved by the gritaurs simply moving to another territory, thought.<br />
<br />
==Religion==<br />
<br />
Gritaurs have no native religion. As a created race they already know where they come from, and any devotion is usually to whichever deity a certain gritaur feels have helped hir. Druids are fairly common.<br />
<br />
==Language==<br />
<br />
Gritaurs speak either Common or Elven, depending on where they originated.<br />
<br />
==Names==<br />
<br />
Naming conventions vary between tribes/clans, but strangly enough gritaurs often use elven names.<br />
<br />
==Racial Traits==<br />
<br />
* +2 [[Strength]], +2 [[Dexterity]], +2 [[Constitution]], +2 [[Wisdom]]: Gritaurs are larger, slightly faster than humans, and quick-witted. But the way they're put together limits their effective strength.<br />
<br />
* [[SRD:Monstrous Humanoid Type|Monstrous humanoid]]: Gritaurs are a mixture of human, bird and feline.<br />
<br />
* [[SRD:Medium|Medium]]: Though heavier than humans gritaurs are not large enough to count as more than medium-sized (but see below).<br />
<br />
* Gritaur [[base land speed]] is 40 feet (8 squares). Gritaur [[SRD:Fly|fly speed]] is 60 feet (average). Medium armor reduces fly speed to 50 feet (poor), gritaurs can not fly with heavy armor.<br />
<br />
* Powerfully built quadruped: Thought not large-sized gritaurs are heavier than a first glance would lead one to believe. They benefit from a +2 bonus on [[SRD:Grapple|grapple]] checks, +2 bonus on [[SRD:Ability Check|ability checks]] made to resist being [[SRD:Bull Rush|bull rush]]ed, [[SRD:Overrun|overrun]], or [[SRD:Trip|trip]]ped, and lifting and carrying limits two times those of [[SRD:Medium|Medium]] bipedal characters.<br />
<br />
* Prehensile tail: Though a gritaur can use its tail to strike in close combat and to hold simple objects it does usually not have enough control to make any complicated operations. However a gritaur can take a feat ''Tail Training'' that allows it to wield a medium-sized weapon melee or thrown weapon and gain a +2 bonus to grapple checks. The tail is still treated as off-hand, but the [[SRD:Multiweapon Fighting|Multiweapon Fighting]] feat eliminates the penalty (if the gritaur already has Two-Weapon Fighting it gets Multiweapon Fighting for free).<br />
<br />
* Clawed feet: A gritaur can gain the special abilities [[Rake]] and [[Pounce]] as feats.<br />
<br />
* Unusualy body structure: Armor, except for helmets, cost and weight 50% extra for gritaurs. Footgear is even worse, to cover all four feet it weights 100% extra and costs 200% extra.<br />
<br />
* [[SRD:Low-Light Vision|Low-Light Vision]]: A gritaur can see twice as far as a [[SRD:Humans (Race)|human]] in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.<br />
<br />
* Racial [[SRD:Hit Dice|Hit Dice]]: A gritaur begins with two levels of [[SRD:Monstrous Humanoid Type|monstrous humanoid]], which provide 2d8 [[SRD:Hit Dice|Hit Dice]], a [[SRD:Base Attack Bonus|base attack bonus]] of +2, and base [[SRD:Saving Throw|saving throw]] bonuses of [[SRD:Fortitude Save|Fort]] +3, [[SRD:Reflex Save|Ref]] +3, and [[SRD:Will Save|Will]] +0. Note that gritaurs have better Fortitude than Will saves - their creators did not want a race that was resistant to commands.<br />
<br />
* Racial Skills: A gritaur’s [[SRD:Monstrous Humanoid Type|monstrous humanoid]] levels give it [[SRD:Skill Points|skill points]] equal to 5 &times; (3 + [[SRD:Intelligence|Int]] modifier). Its [[SRD:Class|class]] skills are the same as a [[SRD:Ranger|Ranger]]. Note that gritaurs are better educated than most monster races.<br />
<br />
* Racial [[SRD:Feats|Feats]]: A gritaur’s [[SRD:Monstrous Humanoid Type|monstrous humanoid]] levels give it one [[SRD:Feats|feat]].<br />
<br />
* +4 racial bonus on [[SRD:Spot Skill|Spot]] checks. Gritaur eyes are extremely keen eyed.<br />
<br />
* +2 [[SRD:Natural Armor|natural armor]] bonus. The feathers provide good protection, and there's a lot of renduancy in the organs.<br />
<br />
* [[SRD:Natural Weapon|Natural Weapons]]: 2 claws (1d4) and 1 tail-slap (1d4)<br />
<br />
* Weapon Proficiency: A gritaur is automatically proficient with all [[SRD:Weapons|simple weapons]], the [[SRD:Longbow|longbow]] (including [[SRD:Composite Longbow|composite longbow]]), the [[SRD:Shortbow|shortbow]] (including [[SRD:Composite Shortbow|composite shortbow]]), [[SRD:Light Armor|light armor]], and [[SRD:Shields|shields]].<br />
<br />
* [[Automatic Languages]]: Common and Elven. Exact language depends on the tribe/clan. [[Bonus Languages]]: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.<br />
<br />
* [[Favored Class]]: Ranger.<br />
<br />
* [[Level Adjustment]]: +1<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Gritaur Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 12 years || +1d4 || +1d6 || +2d6<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Gritaur Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 40 years || 50 years || 60 years || +2d6 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Gritaur Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | 4' 4" || +2d6 || 250 lb. || &times; (2d4) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Monstrous Humanoid Type]]<br />
[[Category:LA1]]<br />
[[Category:ECL3]]</div>Eonir777https://www.dandwiki.com/w/index.php?title=Talk:Gritaur_(3.5e_Race)&diff=416880Talk:Gritaur (3.5e Race)2009-10-01T01:07:40Z<p>Eonir777: /* Keeping the LA Low */</p>
<hr />
<div>== Comment ==<br />
<br />
I love your race. Bird people rock. Just to let you know, I corrected some typos and linked some things. Nothing major. If I can say one thing...I think you should jack up their LA by 1. They are a bit over-powered at the moment. Other than that though, great race! --[[User:Eonir777|Eonir]] 10:11, 20 September 2009 (MDT)<br />
<br />
:Do you have any suggestions about how to make them better balanced while remaining LA+1? I'd rather not push it up higher, ECL3 is problematic enough when making a new character. {{Unsigned|Sabelkatten|12:58, 20 September 2009 (MDT)}}<br />
<br />
::Noticed it said kind instead of king in the personality section, refering to whom they listen and fixed [[User:Sevant|Sevant]] 09:31, 30 September 2009 (MDT)<br />
<br />
== Keeping the LA Low ==<br />
<br />
First off, they have 2 levels in monstrous humanoid...that already jacks their LA up by 2...if your fine with that, and want to keep the base LA at +1, then this is what you need to do...<br />
# Get rid of the "Prehensile Tail" ability. They can still have a tail, but not a useful one.<br />
# Change their ability bonus' to +2 dex and con, instead of what they currently have.<br />
# No more rake and pounce.<br />
If you need anything else just ask! --[[User:Eonir777|Eonir]] 19:33, 21 September 2009 (MDT)<br />
<br />
:I've looked at the "ECL calculator", which puts them with their current stats at ECL 3, close to 4... OTOH the ECL "rules" doesn't seem to be very well thought out, so maybe it's actually higher.<br />
:Lower stats seem like a good idea, at least strength (the "sort of large" advantage gives them most of the bonuses I wanted anyway). WIS doesn't add that much, but they are supposed to be extremely attentive and a WIS bonus does that.<br />
:About the other advantages they all require feats to be used, doesn't that pretty much negate their value?<br />
:--[[User:Sabelkatten|Sabelkatten]] 13:38, 30 September 2009 (MDT)<br />
<br />
Not neccasarily. And if you want to make them "attentive", just give them alertness as a bonus feat.--[[User:Eonir777|Eonir]] 19:07, 30 September 2009 (MDT)</div>Eonir777https://www.dandwiki.com/w/index.php?title=Talk:Gritaur_(3.5e_Race)&diff=416879Talk:Gritaur (3.5e Race)2009-10-01T01:07:28Z<p>Eonir777: /* Keeping the LA Low */</p>
<hr />
<div>== Comment ==<br />
<br />
I love your race. Bird people rock. Just to let you know, I corrected some typos and linked some things. Nothing major. If I can say one thing...I think you should jack up their LA by 1. They are a bit over-powered at the moment. Other than that though, great race! --[[User:Eonir777|Eonir]] 10:11, 20 September 2009 (MDT)<br />
<br />
:Do you have any suggestions about how to make them better balanced while remaining LA+1? I'd rather not push it up higher, ECL3 is problematic enough when making a new character. {{Unsigned|Sabelkatten|12:58, 20 September 2009 (MDT)}}<br />
<br />
::Noticed it said kind instead of king in the personality section, refering to whom they listen and fixed [[User:Sevant|Sevant]] 09:31, 30 September 2009 (MDT)<br />
<br />
== Keeping the LA Low ==<br />
<br />
First off, they have 2 levels in monstrous humanoid...that already jacks their LA up by 2...if your fine with that, and want to keep the base LA at +1, then this is what you need to do...<br />
# Get rid of the "Prehensile Tail" ability. They can still have a tail, but not a useful one.<br />
# Change their ability bonus' to +2 dex and con, instead of what they currently have.<br />
# No more rake and pounce.<br />
If you need anything else just ask! --[[User:Eonir777|Eonir]] 19:33, 21 September 2009 (MDT)<br />
<br />
:I've looked at the "ECL calculator", which puts them with their current stats at ECL 3, close to 4... OTOH the ECL "rules" doesn't seem to be very well thought out, so maybe it's actually higher.<br />
:Lower stats seem like a good idea, at least strength (the "sort of large" advantage gives them most of the bonuses I wanted anyway). WIS doesn't add that much, but they are supposed to be extremely attentive and a WIS bonus does that.<br />
:About the other advantages they all require feats to be used, doesn't that pretty much negate their value?<br />
:--[[User:Sabelkatten|Sabelkatten]] 13:38, 30 September 2009 (MDT)<br />
<br />
Not neccasarily. And if you want to make them "attentive", just give them alertness as a bonus feat.</div>Eonir777