Hubert the Wannabe WizardIllumian (NaenHoon sigils, RoD), Cloistered Cleric (UA) 2/Dread Necro (HoH) 1/Master of Shrouds (LM) 4True Neutral, Spontaneously Inflicts
Feat progression1 Cloistered Clr1 Domains: Knowledge, Trickery and "Divine Magician (CMage)", Rebuke Undead, Spell Focus: Conj. (1), Augument Summoning (flaw), Extend (flaw)
2 DN Rebuke Undead, Martial Wpn Prof (Composite Longbow), Charnel Touch
3 CClr2 Practiced Spellcaster (Dread Necro)
4 MoS1 Extra Rebuking
5 MoS2 Summon Undead (Shadow)
6 MoS3 Persistent Spell
7 MoS4 Summon Undead (Wraith, or 2 Shadows)
Rebukes per day: 20 (1d20+9 for rolls, cleric level 6, dread necro level 5). (See the
Guide to Turning for a discussion of how the different classes stack for Rebuking.)
NaenHoon sigils: Twice per day, Hubert can apply a metmagic feat to a spell while casting it without increasing the spell slot used. This costs him a number of Rebuke attempts equal to the normal spell slot increase for that metamagic feat.
Stats (25 pt. buy)Int 10
Con 14 (13 +1 at 4th)
Dex 12
Str 08
Wis 16
Cha 12 (16 buffed)
Skills (ranks): Bluff +14(5), Disguise +14(5), Diplomacy +10(0), Hide +10(8), Knowledge (Religion) +5(5), Spellcraft +5(5), Concentration +14(10), Use Magic Device +7(1cc), (bonuses include MW tools, persistent buffs, and permanent magic items, but not consumable magic items)
Hit Points: 45
BAB/Grapple: +4/+3
AC: 20 (10+5armor+1dex+4shield)
Saves: Fort +6, Ref +2, Will +12
Attacks: +6 MW composite longbow (1d8-1), +3 Charnel Touch (1d8+1), +3 morning star (1d8-1)
Equipment (19658/19000): Handy Haversack (2000), Longspear (5), Cloak of Resistance +1 (1000), Headband of Conscious Effort (MIC 109, 2000gp), Circlet of Persuasion (4500), Lesser Rod of Extend (3000), morning star (8), +1 chainshirt (1250), MW composite longbow + 50 arrows (411), 2 vials holy water (50 gp), 2 alchemist's fires (40), 3 flasks of acid (30 gp), Wand of Faith Healing (20 charges, 300 gp), 1 scroll of Command Undead (150), 2 scrolls of Summon Swarm (300), 2 scrolls of Spectral Hand (300), 2 scrolls False Life (300), 2 scrolls of Unseen Servant (50), 1 scroll of Silence (150), 2 scrolls Invisibility (300), 1 scroll of Align Weapon (150), 4 tanglefoot bags (200 gp), 4 Wooden Holy Symbols (4), Disguise kit (50), 2 Everburning Torches with tight caps (220), MW tools for Hide, Bluff, Diplomacy, and Concentration (200), 2 Oils of Magic Fang (100), 2 Elixirs of Hiding (500, +10 comp. to Hide for 1 hr), silversheen (250), vial of Trollbane (Dungeonscape, 90gp), Anklet of Translocation, Feet (1,400gp. MIC, p. 71), 3 bags of marbles (A&EG, 2 sp, 2 lbs each), other cheap adventuring gear (50 ft. silk rope, candles, chalk, paper, pen, ink, a couple of days rations, small mirror, waterskins, etc, all 50 gold or so)
and Marbles
About two dozen assorted glass, flawed
rock crystal, or clay spheres in a leather pouch. They
are commonly used as toys but are also useful for
checking the slope in a dungeon corridor (just set
one down and see which way it rolls), or as a nondamaging
alternative to caltrops. One bag covers an
area 5 feet square. Creatures moving through or fighting
in the area must make Balance checks (DC 15). A
creature that fails is unable to move for 1 round (or
may fall; see the Balance skill description in the
Player’s Handbook).
The DM judges the effectiveness of marbles against
unusual opponents. Creatures that are Huge or larger
tend to crush the marbles into dust, while those with
multiple legs, like carrion crawlers, can scramble
along without falling.
Stuff I'd like but can't afford:
Holy Surge weapon (DMG II, 2,000 gp) an extra 2d6 holy damage Charisma times per day
Sudden Stunning Weapon (DMGII, pg 261, 2000 gp) reflex save to stun to a weapon. DC and uses per day are based on charisma
Smoking Weapon (LoD, pg 180, +1 enchantment), real concealment that doesn’t effect the users vision and a localized stinking cloud to discourage grappling.
Dread Necro spells (any 4 per day, CL 1): Bane, bestow wound*, cause fear, chill touch, detect magic, detect undead, doom, hide from undead, inflict light wounds, ray of enfeeblement, summon undead I*, undetectable alignment
Prepared Cleric Spells (CL3): 0th No Light (BovD 100), Detect Magic, Resistance, Read Magic
1st: Unseen Servant, Magic Weapon, Protection from Evil, Detect Secret Doors (D)
2nd: Spiritual Weapon, Resist Energy, Invisibility (D), Shroud of Undeath (seem undead, healed by neg. en., persistable, 10 min/lvl)
Summon Undead SLA: Hubert can summon either two shadows or one wraith 6 times per day. This is similiar to a Summon Monster spell, except that he adds his charisma modifier to the duration. I am using his cleric caster level for this, giving a duration of 8 rounds, but am not 100% sure this is correct. Using his MoS level would reduce it to 7 rounds.
Tactics: Summon an Unseen Servant, and have it drag/carry around a "dummy" or "scarecrow" disguised (with the Disguise skill) as a human (it is made of extra clothes and sticks). The scarecrow has an Everburning Torch in its "hand". Hubert follows 20-30 ft. behind it, Hiding. The Unseen Servant pokes the floor with the scarecrow to check for traps as it walks, and opens all doors it encounters.
If the dummy is attacked, Hubert deals with the threat using his spells or incorporeal servants. He continues to Hide, rarely attacking directly. If necessary, he casts Invisibility. Many enemies can be dispatched with little risk by using a scroll of Summon Swarm, or a summoned Shadow. Ray of Enfeeblement and/or Chill Touch (delivered via Spectral Hand) can help the Shadow(s) take things down.
As he adventures, if he encounters (or creates) a suitably powerful corpse, he'll animate it with his scroll of Animate Dead and adjust his tactics to use it also. Arguably, he automatically controls the most recent one made, regardless of caster level, due to the wording of the spell. However, he has a couple of scrolls of Command Undead, just in case.
Spell list and domain details:
Add the following spells to the cloistered cleric's class spell list: 0—message; 1st—erase, identify, unseen servant; 2nd—fox's cunning; 3rd—illusory script, secret page, tongues (reduced from 4th level); 4th—detect scrying; 6th—analyze dweomer; 7th—sequester; 9th—vision.
Trickery Domain
Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.
Spells
Disguise Self: Disguise own appearance.
Invisibility: Subject invisible 1 min./level or until it attacks.
Nondetection M: Hides subject from divination, scrying.
Confusion: Subjects behave oddly for 1 round/level.
False Vision M: Fools scrying with an illusion.
Mislead: Turns you invisible and creates illusory double.
Screen: Illusion hides area from vision, scrying.
Polymorph Any Object: Changes any subject into anything else.
Time Stop: You act freely for 1d4+1 rounds.
Divine Magician Spells: Shield, Command Undead (retrained), Arcane Sight
Buffing:
Day 1
Persistent Lesser Visage of the Deity (3rd), Persistent Arcane Sight (3rd), both extended via the Rod to last for 2 days.
Day 2
Death Knell (2nd), Persistent Shield (1st), Persistent Divine Favor (1st), Extended (via Rod) Favorable Sacrifice (1000 gp, 3rd, DR 10/magic, elemental resists 15, SR 11).
Shroud of Undeath would be useful for some adventures (2nd level, appear as undead, healed by neg. energy, 10 min/lvl, personal)
What do you need for this build?
Races of Destiny (RoD), Heroes of Horror (HoH), Libris Mortis (LM), Unearthed Arcana (UA), Spell Compendium (SC), Book of Vile Darkness (BoVD), Complete Mage (CMage), and I'm sure I forgot a few.