<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=283008.msg13996122#msg13996122">Quote from: PaleEnchantress on 13-03-2018, 06:47:04</a></div></div><blockquote class="bbc_standard_quote">You are able to cast level 6 arcane and divine spells there has to be some glory there for you, though I can see how this battle is running you out of options.  During after battle character edits might I recommend "Practiced Spellcaster (Druid)" even if you use it mostly for buffs it makes you harder to dispel, and then makes it a decent option to use non buffs.  With War's Power aura and a third eye of penetration (cheap) thats CL 21 to get through spell resistance and your DC is very high.  You're an A list caster with massive versatility who is also nearly invincible with all your abjurant champion abilities.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>I don't know if I have the feats for that yet. Unless I'm dumping metamagic I don't really have much in the way of things I can get rid of. Originally I had monk with the houserules to snag the Exotic Weapon Prof so I could flurry with it but it ramped my AC too high so I had to drop it and finagle out a feat. The curveblade is the only finessable two hander I'm aware of and that with power attack and wraithstrike are the majority of my melee options.<br/><br/>Combat Casting is required for Abjurant, Corpse Crafter and Destructive Retribution are basically required to be a decent necromancer. That leaves my only leeway as the Energy Substitutions, Rapid Metamagic, and Empowered Spell as things I could get rid of. I had selected those so I could hopefully metamagic a small number of spells into being combat spells with fireball and scorching ray able to shift energy types if thing are immune to fire and then empower them if need be so I didn't have to choke down a ton of blaster spells in a limited spell list. I could drop the metamagic and just abandon having damage spells I suppose.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=283008.msg13996122#msg13996122">Quote from: PaleEnchantress on 13-03-2018, 06:47:04</a></div></div><blockquote class="bbc_standard_quote">If you're allowed to alter your special magic item might I suggest making it something like a +1 Keen, Magebane, Spell Storing, Collision, Cold Iron* Eleven Courtblade.  We have several individuals able to GMW any weapon to +4 or +5 for a whole day every day multiple times over. So it would still be +4 or +5.  Id ask the GM's if you could, since it's your unique weapon, be allowed to upgrade Cold Iron without the extra +2000 every time you enchant it. If you can get cold iron instead of Adamantine and get a construct bane weapon crystal which lets you bypass the main holders of DR/Adamantine.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>What is a weapon crystal? I mostly grabbed Adamantine to keep my weapon from being sundered by casual sunder attempts by adamantine weapon wielders.<br/><br/>I'll have to look at Metalline and whatever that resin stuff is. Apparently it's either been too long since I've done 3.5 or there's just a lot of source material I haven't researched yet.<br/><br/>Anyway, I was still pondering something to handle some sort of undead creation. The strongest undead I can create with anything is a CR 8 and that's only if I have a racial 20 HD corpse on hand, which makes a 20 HD skeleton. Most of the interesting undead don't have any mechanics to create them. The tower soul cannon is better at making undead than I am.<br/><br/>I've got a lot of things to figure out. My premise was 'necromancer nymph with a sword' then to see how it could work but I'm starting to think it would have been a better idea to work with 16 class levels and then just figure out what I could cram in there. I'm not sure. I'll probably just tweak things and go try to hunt down archmagi and other necromancers to eat their power and get power with plot stuff.<br/><br/>It's just slightly frustrating since out of the three fights the angel fight covered in death ward basically said 'yeah, no for you' since everything was immune to my attacks and as shown the slow would have been pointless with everyone killing everything in a single round anyway. The astral stalker was 'go fight the thing you cannot target because it is a super hiding person' and had the energy and ability draining immunity breaker murder machines heading toward it. That left 'the army thing' which mostly was creatures that are just narrative kills since at CR 2-10 or whatever they couldn't really hurt us anyway. The boss didn't have death ward so I was at least hoping I might be able to either get a kill in or toss some damage out towards him but even targeting him in the first place is a problem. Basically my issue is that it was 3 huge fights and all of them seem to be engineered to ensure I can't do anything meaningful in them. Even the minions of the army had enough elemental resistance to keep my AoE spells from being a threat. The average damage of my fireball to a dretch who fails their save is less than half their hp thanks to the apparently army wide resist everything 30. I can't kill a CR 2 outsider in one shot with a spell higher level than its CR is. It just gets frustrating when it seems like I have no area to be helpful in. Basically I'm watching everyone wrap up their fights in a single round or two up to and including killing the big bads before they can even act and I'm wandering around going 'Well, I might be able to get this guy on a failed save maybe in four or five rounds if he never uses dispel magic'.