Necrolord
Wizard 20
Chaotic Neutral Drow
Stats
. . . . . . . .28pt . . Level Up
. . . . . . . .---- . . --------
Strength. . . . .8. . . .4: INT
Dexterity . . . 10. . . .8: INT
Constitution. . 14. . . 12: INT
Intelligence. . 20. . . 16: INT
Wisdom. . . . . 10. . . 20: INT
Charisma. . . . 10. . . 24: INT
. . . . . . . . . . . . 28: INT
Skills
. . . . . 1. 2. 3. 4. 5. 6. 7. 8. 9 10 11 12 13 14 15 16 17 18 19 20
. . . . .------------------------------------------------------------
Concent . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Repair. . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Spellcr . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Heal. . . 2. . . . . . . . . . ½. ½. ½. ½. ½. ½. ½. ½. 1. 1. 1. 1. 1. 11
Search. . 2. . .1 . . 1. . .1 . . 1. . .1 . . 1. . .1 . . 1. . .1 . . 11
Balance . 1. 1. . .1 . . 1. . .1 . . 1. . .1 . . 1. . .1 . . 1. . .1 .11
Jump. . . 1. 1. . .1 . . 1. . .1 . . 1. . .1 . . 1. . .1 . . 1. . .1 .11
UMD . . . 2. . .1 . . 1. . .1 . . 1. . .1 . . 1. . .1 . . 1. . .1 . . 11
. . . . .------------------------------------------------------------
. . . . .28. 7. 7. 7. 7. 7. 7. 8. 8. 8. 8. 8. 8. 8. 8. 9. 9. 9. 9. 9
Feats
.1. . . . : Augment Summoning
.1 Wizard : Extend Spell
.3. . . . : Insightful Reflexes
.5 Wizard : Maximize Spell
.6. . . . : Spell Focus: Necromancy
.9. . . . : Spell Penetration
10 Wizard : Spell Focus: Enchantment
12. . . . : Greater Spell Focus: Necromancy
15. . . . : Greater Spell Penetration
15 Wizard : Heighten Spell
18. . . . : Eschew Materials
20 Wizard : Spell Focus: Evocation
21 Epic . : Epic Spell Penetration
24 Epic . : Epic Spell Focus: Necromancy
26 Destiny: Epic Spell Power: Fire
27 Epic . : Arcane Insight
28 Destiny: Epic Skill Focus: Spellcraft
29 Destiny: Epic Spell Power: Negative
30 Epic . : Improved Augment Summoning
30 Legend : Scion of: Shadowfell
Spells
- Master's Touch, Jump, Nightshield, Hypnotism, Sonic Blast
- Web, Knock, Blur, Scorching Ray, Blindness
- Haste, Magic Circle Against Evil, Displacement, Deep Slumber, Rage
- Wall of Fire, Death Aura, Negative Energy Burst, Dimension Door, Bestow Curse
- Dominate Person, Teleport, Mind Fog, Niac's Biting Cold, Break Enchantment
- Greater Heroism, Undeath to Death, Mass Suggestion, Circle of Death, Necrotic Ray
- Control Undead, Greater Teleport, Mass Hold Person, Otto's Sphere of Dancing, Finger of Death
- Mass Repair Critical Damage, Otto's Irresistible Dance, Trap the Soul, Symbol of Death, Black Dragon Bolt
- Dominate Monster, Energy Drain, Mass Hold Monster, Power Word: Kill, Wail of the Banshee
Enhancements (80 AP)
Pale Master (41 AP)
- Dark Reaping, Zombie Form, Vampire Form, Wraith Form, Lich Form, Master of Death
- Deathless Vigor III, Skeletal Knight III, Negative Energy Conduit III
- Corpsecrafter III, Bone Armor III
- Eternal Servitude III, Intelligence
- Dark Furor III, Intelligence
- Necromantic Focus, Improved Shrouding
Archmage (32 AP)
- Chill Touch, Command Undead, Halt Undead, Enervation
- Energy of the Scholar III
- Efficient Maximize III
- Spell Penetration III, Intelligence
- Efficient Heighten II, School Mastery: Necromancy, Intelligence
Drow (6 AP)
- Spell Resistance, Intelligence, Spell Resistance II, Intelligence
Eldritch Knight (Wizard) (1 AP)
- Eldritch Strike
Destiny (24 AP)
Magister
- Impregnable Mind III, Intelligence
- School Specialist: Necromancy III
- Piercing Spellcraft III, School Augmentation III
- Call Kindred Being, School Familiarity III
- Grand Summoner, School Master III
- Arcane Adept
I'll be honest: I've not once hit past level ten. I take extended breaks before being lured back. I have no past lives or tomes. I don't like the thought of multiclassing. I haven't found any fault in the Skeletal Knight (summons like Celestial Dog or Fiendish Scorpion drop fast though, but again, haven't gotten past L10.)
I've done a decent share of research. I've probably spent more time hunting through the forums than actually playing the game. I'd like to say I know what I'm doing. Thing is, I don't actually know what I'm doing. I could go on and just play it until I hit the possible gimp-wall - problem being that I am paralyzed by the fear of whether or not I might hit it with this build.
I wanted a sort of tri-mix of powerful Necromancy, with a secondary focus on enchantment, and a decent number of summoned minions at my beck and call. Hence the name, Necro 'Lord'.
So I know there're people running around on these forums - BigErky, Unbongwha, haven't 100% memorized the names - who happen to know what they are doing (unlike me). So I could use some pointers.
-I've heard that there are issues with the Drow Spell resistance. I like the Int from the Drow racial tree - especially since I personally find a lot more appealing stuff in the Magister tree than its Int nodes. (again, this is all from a planner.)
-I've done some forays before deciding to consolidate my 'oh this is what I've learned this time', hence why I took Eldritch Strike. I've taken to the habit of running a two-hander or two one-handers if I find some good ones with Master's Touch, and figured the +1[W] Cleave would come in handy this time around.
-I'm actually juggling between whether I should put the 8 in Strength, or Wisdom. If I put it in Wis, I don't have to worry about dealing with a negative modifier to melee weapon rolls - yay for early game Master's Touching. With wisdom I would think I'd have to worry less about Will Saves - but I tend to have a very 'wait and let the Skeleton grab aggro' play style if I solo a quest, so would I have to worry too terribly much about getting through-the-roof will-saves with just base wisdom supporting whatever items give me?
-Again, I don't have any past lives - and once I hit 20 or 30, I'm afraid I'll fall into that lul of 'I don't want to go back to having to do it all over again' (*Is a quest completionist*) - so past lives, just how much of a difference *do* they make? Meaning, if I were to step into a higher level adventure, how wide of a gap would there be between someone who optimizes their build with past lives (and probably changes to mine that I wouldn't find appealing)?
-As you likely see I haven't hit a single spell critical node in the enhancements. I don't know enough about Spell Critical, nor can I find any decent explanation on the wiki or the forums past 'adds % chance for spells to critically hit'...That's great and all, but these tiny little percentiles...I've heard people say that getting a high enough ___ lore weapon would give you all the crit you'd need anyways. Anyone care to sway me one way or the other?
-Regarding feats: Someone once told me they felt Necromancy Focus was 'wasted' at level 6. I mean...Is it? I've always had this thought train of 'as long as I get it sometime'. Otherwise, at what levels *would* it be a good idea to take Necro/Greater Necro focus?
-I've taken Epic Spell Power: Fire as one of my epic feats...Can anyone tell me if that's a good idea, an 'ok' idea, or 'what the f*ck' idea? I couldn't really think of anything else appealing to put there, and people keep talking about how godly Wall of Fire is, so I assumed it wouldn't be a total f*ck-up decision.
-Again, feel the same way ('well, what else would really be a decent choice?') about Spell Focus: Evocation and Skill Focus: Spellcraft in those epic feat slots. Recently read something negative about Arcane Insight as well. I personally assumed the +6 DCs would be great, with how DC based a lot of the really powerful spells are.
-I pretty much expect super-uber-min-maxers to just fume and grit their teeth about the lack of Int nodes taken in the Magister tree. Truth be told, I know a lot of Wizards run Shiradi, or Grandmaster, or Draconic Incantation...Me, well...I'm just too much of a 'keep it classic' nostalgiac. I like the idea of the Magister tree. The 'Archmage' from 3.5 so to speak. As for why I didn't take all these Int nodes, I will admit I have a serious problem with myself. If I am given the choice between a flat stat-boost, and 'button that performs a very interesting and wizard-ish ability'...well, there's almost no contest if I'm left to choose by myself.
-I've been told Insightful Reflexes is wasted taken early. After having run Waterworks twice, and having gotten through the poison-spout tunnel with literally no damage taken...I'm thinking it's ok where it is...anyone
-Before anyone asks, no I am not interested in Reaper Mode. At all.