Help me help my Necromancer player?


Advice

Sovereign Court

A great player in my Pathfinder RPG campaign is playing a Necromancer (Wizard). He is L7, and seems frustrated that he doesn't have more power of undead, to control them, or destroy them.

He's scribing scrolls and taking some metamagics but something seems missing for him. I've boosted his caster level against the dead by +1 even, via an in-game magic tome, but I'd like to see him fully realize his vision for the Necromancer.

Question: Can anyone provide an awesome write up of a 7th level Necromancer in Pathfinder RPG, perhaps showing me some optimal character choices to better please the player?? Can the community help me with some feat choices, metamagics, or other enhancement choices for him? He really is a great player, and I'd like to help him see his character more fully optimized.

Scarab Sages

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How about the Undead Master feat from Ultimate Magic?

Prerequisites: Spell focus (necromancy), the ability to cast animate dead or command undead.

Benefit: When you cast animate dead or use the Command Undead feat, you are considered to be four levels higher when determining the number of Hit Dice you animate. When you cast command undead, your duration is doubled.

There's also the metamagic feat Threnodic Spell (also from UM),which would let his mind-affecting spells affect undead creatures.

Scarab Sages

Pathfinder Roleplaying Game Superscriber

Pax,

I'm confused as to your player's complaints. What about the Necromancer does he find underwhelming? Is he just concerned with damage dealing? The Command Undead feat is fairly potent, and the spell can stand in for when he hits his HD cap. Halt Undead is another massively powerful Necro spell for fighting the undead, since it is essentially AoE Hold Person.

At lvl 7, he SHOULD have some undead minions, am I correct? If he does not, maybe that is where he should focus his energies. Necromancers are an expendable pet class. He can't think of his zombies like a druid's companion or an eidolon, they exist to be slaughtered for him. Make use of aid another actions and 6 human zombies rather quickly can grapple and devour most medium threats as long as you're okay with half those zombies being cut to ribbons.

Now that he has Animate Dead (and is able to cast spells with the Evil descriptor?) one thing you, as a GM can do, it put them against a large or Huge sized foe in the 12-14 HD range. That puts it at a level which he can animate, and size matters a lot to Necromancers. A Stone Giant zombie or skeleton can be a lot of fun for a Necromancer as both a bodyguard and as a nice mode of transportation for his tired little wizard legs.

If his problem is with save DCs being too low and his enemies saving against his spells, help him to make better use of his touch of the grave. With spectral hand, he should be able to afflict his foes with Shaken regularly with a duration of 3 rounds. That gives him several spells while they're at a -2 on saves. If he picks up stinking cloud or sickening ray, he can raise that to a -4. Once your foe is at a -4 on all checks, your Save based spells become amazing.

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