Make sure you put points into Bluff and buy a hat of disguise. Being a necropolitan gives you a bunch of immunities and bonuses, but it does expose you to being turned (or worse). The best way to avoid this is to make sure that NPC clerics never figure out that you're undead. PC clerics too, for that matter, although you'll have to come up with some reason why they should use negative rather than positive energy on you.
Oh, also, in addition to taking those feats, make sure your cruximigration is done in a desecrated area with an altar (+2hp/HD). Note that desecration is a spell that you can learn, and that building an altar doesn't cost you anything.
You'll also want to check whether you're playing with the taint rules, and exactly how the undead immunities to taint work. If you are playing with them, undead can gain taint, and being immune to the negative effects of taint includes being immune to both insanity and death from massive taint, then you can take one level of tainted scholar to cast off of your taint score (which you can get as high as you like). This is cheesy as hell, though, so check with your DM (they'll probably say no).
I shall ask my DM and come back on you for that one
.
In the meantime.
The DM gave me some more information about the campaign.
The starting level is now 5 for some reason he did not like me at level 3 with the current stats
but if i am correct the higer level i get the better.
Stat point buy:
str: 10 (2 points)
dex: 10 (2 points)
Con: -3 (-5 points) <-- wont matter after becoming undead
int: 10 (2 points)
wis: 10 (2 points)
cha: 18 (16 points) <-- only stat i know to put into.
Total 19 points so i have 9 more.
Does anyone have suggestions on where to put my last points.
Feats would be Corpse Crafter, Nimble Bones for level 1 and 3.
I was thinking human as my initial race for the extra feat and 1 more skill point per level.
Any suggestions on that?
As for spells and skill distribution perhaps you can help after i explain the setting of the campaign(see below).
Campaign:
The land we are in is heavily ruled by the church aka allot of paladins and clerics around making sure everybody is a good boy/girl.
We as the players are going to be evil (chaotic neutral or lawful is up to us).
Now he is running the campaign as follow, the entire party starts of on their own as evil people tend to not work well in a party without the token good member.
We can do adventures anywhere between solo and a group of four teaming up as and when it suits us and backstabbing / leaving when it no longer is beneficial.
Our tasks are messing up the area so that the good people can fix it (aka your normal party would fix it up). We for example would poison the water well so a group of goblins can move in and feed of the now weak humans or assassinate a target i assume you get the drift ^^.
He has already said that i will be going against clerics and spell thieves/rogues with a "i see you are undead haha *grabs scroll out of pouch*".
Now what would I go for skills / spells (my generics picks per day I know it can change per situation.)
I would like to finish by saying you have been a great help and have come up with ideas i would not have thought about.