Dasrak |
If you're starting at low levels, I'd say go with the wizard. He gets access to the necromancy spells one level earlier than the arcanist, and even then the arcanist probably will have to wait another level since he probably has other general-purpose priorities. Being able to use those necromancy spells a level or two earlier is a pretty big deal.
However, if you're startin at level 9 or above, then this is a moot point and the Arcanist can keep command undead and animate dead prepared on a daily basis without too much pain. Overall, both are great class choices and you should do well with either.
Anzyr |
Gravewalker Witch gets Bonewhistle at level 1 (trading away later stuff) which is basically command undead that you can use all day even multiple times against the same target. The HD cap is equal to your level and is basically another controlled undead HD "pool" for you use. You also have an aura of Desecration which will make your undead harder to turn, though its range starts off pretty limited (note that RAW this is not a Desecration effect for Animate Dead, I recommend a Voidstick for the easy Desecrate effect regardless of what class you end up as). Finally, you get Possess Undead which duplicates Magic Jar for undead at 8th level (earlier then you can even get magic jar), which lets you get close to hex people in a minions body without ever risking your own HP.
Bigdaddyjug |
I went with a wizard. Here's the level 1 build.
Sylph wizard 1 (Pathfinder RPG Advanced Race Guide 156)
N Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception -1
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +1
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Offense
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Speed 35 ft.
Melee switchblade knife -2 (1d4-2/19-20)
Ranged light crossbow +2 (1d8/19-20)
Sylph Spell-Like Abilities (CL 1st; concentration +2)
1/day—feather fall
Wizard Spells Prepared (CL 1st; concentration +6):
1st—cause fear{super}S{/super} (DC 18), grease, ray of sickening{super}UM{/super} (DC 18), ray of sickening{super}UM{/super} (DC 18)
0 (at will)—detect magic, disrupt undead, read magic
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Statistics
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Str 7, Dex 14, Con 12, Int 20, Wis 8, Cha 12
Base Atk +0; CMB -2; CMD 10
Feats Command Undead, Greater Spell Focus (necromancy), Spell Focus (necromancy)
Traits sacred conduit, shrouded casting
Skills Craft (Clocks) +11, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (religion) +9, Spellcraft +9
Languages Aquan, Auran, Common, Ignan, Terran, Varisian, Vudrani
SQ arcane bond (arcane bond [amulet]), breeze-kissed, grave touch, opposition school (enchantment, evocation), specialized school (necromancy)
Other Gear crossbow bolts (10), light crossbow, switchblade knife, - arcane bond amulet -, masterwork tool, spell component pouch, 54 gp
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Special Abilities
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Arcane Bond (Amulet) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft.
Command Undead (8/day, DC 12) Channel energy can take control of undead.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Grave Touch (8/day) (Sp) Melee touch attack, shakes then frightens target.
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Shrouded Casting (Necromancy) Eschew Materials with the chosen school
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.