OK, I am making a Cleric/Wiz/PM for a role play world. The premise for the PC is Myrkul's Chosen, the chief Deathbringer and spreader of the Faith. I am just looking for some ideas or suggestions that may help tweak this guy a bit. There are three others of this concoction in the build list right now, but they go about it quite differently.
He wields a Scythe, as it is the chosen weapon of Myrkul. Through his favored connection to his god, he earns mastery over a multitude of Undead to use as his spreaders of death and fear in his God's name, Including an Epic Mummy Lord.
Not a standout in any one arena, he can cast a multitude of offensive and defensive spells, or protect himself and dive into combat using Epic Mage armor and Epic Warding. His preference is to buff his undead minions, and then stand back and utilize his long list of no-save spells to pummel his enemies while the Undead hold them at bay.
Please let me know what you think, and if I can do anything to help him along a bit _________________
Myrkul's Chosen
Cleric(17) Wizard(3) Pale Master(20)
Human, Any non-good (Neutral Evil for the concept)
Levelling Guide: 01: Cleric(1): Luck of Heroes, Toughness, Domains: Death, Travel 02: Cleric(2) 03: Cleric(3): Weapon Proficiency Exotic 04: Cleric(4): WIS+1, (WIS=15) 05: Cleric(5) 06: Cleric(6): Extend Spell 07: Cleric(7) 08: Cleric(8): WIS+1, (WIS=16) 09: Cleric(9): Weapon Focus: Scythe 10: Wizard(1): {Scribe Scroll} 11: Wizard(2) 12: Wizard(3): WIS+1, Still Spell, (WIS=17) 13: Pale Master(1) 14: Pale Master(2) 15: Pale Master(3): Spell Penetration, {Darkvision} 16: Pale Master(4): WIS+1, (WIS=18) 17: Pale Master(5) 18: Pale Master(6): Expertise 19: Pale Master(7) 20: Pale Master(8): WIS+1, (WIS=19) 21: Pale Master(9): Improved Expertise 22: Pale Master(10) 23: Cleric(10) 24: Cleric(11): WIS+1, Greater Spell Penetration, (WIS=20) 25: Cleric(12) 26: Cleric(13) 27: Cleric(14): Epic Spell Penetration 28: Cleric(15): WIS+1, (WIS=21) 29: Cleric(16) 30: Cleric(17): Automatic Still Spell I 31: Pale Master(11) 32: Pale Master(12): WIS+1, (WIS=22) 33: Pale Master(13): Automatic Still Spell II, Automatic Still Spell III 34: Pale Master(14) 35: Pale Master(15) 36: Pale Master(16): WIS+1, Epic Spell: Epic Mage Armor, Epic Spell: Mummy Dust, (WIS=23) 37: Pale Master(17) 38: Pale Master(18) 39: Pale Master(19): Great Intelligence I, Epic Spell: Epic Warding, (INT=17) 40: Pale Master(20): WIS+1, (WIS=24)
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Thanks for looking, please let me know what you think! _________________ -4SakN
The Moonshae Isles - Forgotten Realms A Role Play, Low Magic world
Edited By 4SakN on 11/01/06 15:36
A 20th level PM gets a Skeletal Blackguard as a summon. I heard they can be bugged at times. I think a Vampire Mage ( @ lvl 18) might be better.
So, you could free up 2 levels of PM and add them to your Cleric side. I think more cleric would be better than more mage.
Honestly I was going for the extra AC from PM 20, I hadn't even considered the summons overall
Can anyone tell me what is bugged with the Blackguard? May be a good thing to consider, thanks! _________________ -4SakN
The Moonshae Isles - Forgotten Realms A Role Play, Low Magic world
On looking at the possibilities, it seems giving up 2 PM levels for Cleric levels would cost me level 7 arcane casting, an epic spell and +2 ac. It boosts the Cleric spell SP by 2 as well as turning, but I am not sure it really is worth it?
Anyone have suggestions on this? _________________ -4SakN
The Moonshae Isles - Forgotten Realms A Role Play, Low Magic world
*Bump*
could anyone confirm or deny the possible buggyness of a Skeletal Blackguard summon? it would make a big difference in how to go about playing this guy, thanks! _________________ -4SakN
The Moonshae Isles - Forgotten Realms A Role Play, Low Magic world
hmm, another question: At levels 15, 24 and 27 I have SP feats, but are they worth it with the low wisdom? _________________ -4SakN
The Moonshae Isles - Forgotten Realms A Role Play, Low Magic world