Re: Open Discussion: Character Creation
Sorry for misunderstanding (towards GM), thought with ballot results we have decided the chargen stuff but it's just our opinion expression and GM finally decides what the stuff are (so we sort jumped the boat early :P).
Now, if we do start in 21 levels (with dual progression allowed to one side) my build would be;
Illumian male lich (lich template provided free as class feature)
First path: Cloistered Cleric 3/Wizard 3/True Necromancer 14/Epic True Necromancer 1
Second path: Dread Necromancer 20/Epic Dread Necromancer 1
Other build parts; Have Stasis Clone from Lord of Darkness supplement having been used via scroll (will be bought in chargen) and have venerable age bonuses to mental stats while physical stats are based on before middle age (thanks using younger body via gaining it with stasis clone created many years ago before becoming a lich).
Whether or not a Wee Jas worshipper, my cleric will be having Deathbound (domain found in libri mortis) and Death and Knowlegde Domains as cleric (having access to knowlegde domain from being a cloistered cleric than regular cleric).
Then either using undead mastery to qualify or take flaw to pay feat tax in taking corpsecrafter and then take following upragde feats (corpsecrafter and upragde feats from libri mortis); Destruction Retribution and Nimble Bones (thus all undead created via necromancy spell will be faster and explode in negative energy burst upon defeat, besides all them be tougher, stronger and more agile as well).
Other feats what thinking to get; Fell Energy (draconomicon), Fell Drain & Fell Animate (both from libri mortis). Then Spell Focus (Necromancy) for qualify for PrC and Quicken Spell. I may trade two earlier mentioned feats for extend spell and persistent spell (cause it's overall useful) or invisible spell from Cityscape or Death Devotion from complete champion.
Besides corpsecrafter feat, another flaw feat would be Voice of the Mage. As 1 mile communication is damn useful both leading mindless undead or commune specific manner to specific people. Was seriously tempted by name of the mage feat as well (would take it if no need take flaw feat for corpsecrafter feat tax).
Flaws would be reckless and frail (-1 AC and -1 HP per HD).
Epic feat would be Undead Mastery (multiply undead I can control by x10). In dread necromancer side it would be 4 + Cha Mod per dread necromancer level (not caster level). In cleric part it's 3 times caster level as cleric (which would be 16) and wizard side twice wizard caster level (also would be 16). But as true necromancer, I got necromantic prowess which adds +4 CL for necromancy spells (so albeit does not imply but could also be understood this bolsters number of undead I can control with animate dead and similar spells).
So, lots controlled undead (hundreds with cleric and wizard but possibly thousands as dread necromancer). More so dread necromancer with undead mastery can command more undead with control undead spell per casting (equal 2 + Cha mod per dread necromancer level), which is beyond the normal commanding capacity (albeit temporal and is 1 minute per CL, unless persistent spell is used). Forgot mention numbers above indicate HD cap of the undead controlled.
So, important books to me in chargen would be (besides core);
-Unearthed Arcana (specific ACF for cleric and use of flaws and naturally for gestalt)
-Libri Mortis (spells/a domain/feats and true necromancer prestige class)
-Draconomicon (one feat)
-Heroes of Horror (for dread necromancer class)
-Lords of Darkness (one specific spell)
-Complete Champion (some spells + one feat)
-Cityscape (one specific metamagic feat)
-Dragon Magazine (specifically Dragon #359, for 'of the mage' feats)
Then general useful books/sources (not just me but everyone, as suggestion);
-Complete series (warrior, adventurer, arcane, mage, champion etc)
-Magic Item Compendium (for items and updated items from earlier sources)
-Spell Compendium (updated spells from earlier sources)
-Environment books (Cityscape, Dungeonscape, Stormwrack etc)
-Unearthed Arcana (lots stuff)
-Stronghold Builder's Guide (for landlord feat and overall city/base building guidelines)
-Heroes of Horror & Battle (spells, feats and PrC's and rules for 'mass combat' in case of event of war or massive battles)
-DMG II and PHB II (both books having useful things, more spells, feats, ACF's and how establish and run a business)
-Plus any specific things (spells, race, prestige class, items etc) from official sourced materials (like setting books) from 3.0 or 3.5 edition, approved by players/GM
In regarding one important factor which needs discuss; is combining magic items. Official ruling, the math goes in cost wise that items which fuse cost 50% of most expensive item in the mix extra (and must be items which occupy same slot).
I would say you can both craft and buy fused items, but do we want limit how many fusions are done or no limit? My end I would not mind it's unlimited (it after all costs gold). However it can get also silly if you fuse 10 or more rings into single ring.
So my suggestion is to balance the fusion process; the most expensive item 50% price is paid each time fusion is done.
Example; Ring of Spellstoring (50,000gp) fused with Ring of Protection+5 (50,000gp) costs 125,000gp to buy (and half if crafted).
If you combine Ring of Spellstoring (50,000gp), Ring of Protection+5 (50,000gp) and Wizardry III (70,000gp), such ring would cost 240,000gp (100% the cost of most expensive item added in, if combine four items it's 150% of most expensive item as added cost in the mix).
This message was last edited by the player at 11:30, Tue 18 Oct 2022.