A little bit of help for necromancer


Advice


I have never played a necromancer before and i'm realy bad at making builds.
So my idea is a midle age human necromancer with arcane discoveries lvl 3 neutra or lawful evil i'm not sure yet (with 20 point buy) and i need help for feats stats and spells any suggestions are welcome
Thank you for your time :)


What kind of necromancer do you want to be? Do you want to focus on creating undead, curses, negative energy, etc.?


Kileanna wrote:
What kind of necromancer do you want to be? Do you want to focus on creating undead, curses, negative energy, etc.?

Hmm... actualy creating undead and using negative energy to heal them maybe


Well one thing worth a mention is a cleric/oracle will probably be better that wizard/sorc


For the arcane feel, I've heard that Gravewalker witch is one of the better options.


I aggree with both options given above. They give much more options than a regular Sorc/Wiz.


I don't know i would like to try the clasic wizard necromancer


Elric The Shadow Dancer wrote:
I don't know i would like to try the clasic wizard necromancer

Then This guide will help you.

I am more a fan of Magic Jar tactics. Stand guarded in a dungeon. Cast magic Jar. Snag up anything that fails your save. Turn them on each other. Then animate what all dies and send them into the next area with the help of your group. It generates a snowball effect. Everything that drops is just more animate fodder to throw down the DM's throat. The nastier the critters the nastier your re-animated Critters will be.

I also aim for Debuffs like Enervation, Ray of Enfeeblement, Wave of Exhaustion.

I recommend just a normal old Necromancy focused wizard. Opposed to Enchantment and (Pick one) Divination or Evocation. At level 9+ grab opposition study and regain your Pick one. Enchantment can easily be a throw away school and the main buff it offers can be put to a scroll.

Might I add this is by far one of my personal favorite Wizard builds. I love Necromancy and it is my favorite school of magic. I just try not to be focused solely on large hordes of Undead. Just a few power critters tend to be enough to get the job done in my experience. Plus you have a whole group to fall back on.

One thing the Guide doesn't talk about is the Spell Marionette Possession. This is the spell for getting Personal Buffs on team members. If they allow you to possess them of course. Some people are more trusting than others. Those that trust in my powers get rewarded. Fighter can have Overland Flight or False Life the night before our Big Adventure. Some people will not like the Idea of Possession but hey once they taste the power they will want more.


WOW amazing thanks


Elric The Shadow Dancer wrote:
WOW amazing thanks

No Problem Bromego. Have fun.


Wizards are not as good as clerics at animating undead (lack of certain spells like desecrate, no ability to channel negative energy to heal their minions, get animate dead later than clerics, etc.) That said, you can certainly play one and it will be powerful and flavorful.

1) If you want, find a cleric (a cohort, your PC buddy, a hired hand) to cast some undead-buffing spells and assist in their creation.

2) find interesting things to turn into undead -- it's more effective to have one or two big creations than lots of little ones -- anything that you are likely to fight by the time you animate dead will just shred low-HD undead. Be creative -- not just skeletons and zombies, but use your superlative knowledge skills to come up with rare and weird types of undead.

3) use your wizard toolbox to boost your undead in ways that clerics can't (e.g., haste; walls to separate enemies while your undead mob part of the party; spells like fear or cloudkill that hurt your foes but which your undead are immune to)

4) use your powerful necromancy spells to snuff out the life of anything your undead can't handle, or otherwise defeat them.

5) wizards are better than clerics at some areas of necromancy: one of them is the save-or-suck area, or at higher levels save-or-die. Take full advantage of this (Spell Focus, Greater Spell Focus, Persistent Spell, Reach Spell, spectral hand, other methods).


tonyz wrote:

Wizards are not as good as clerics at animating undead (lack of certain spells like desecrate, no ability to channel negative energy to heal their minions, get animate dead later than clerics, etc.) That said, you can certainly play one and it will be powerful and flavorful.

1) If you want, find a cleric (a cohort, your PC buddy, a hired hand) to cast some undead-buffing spells and assist in their creation.

2) find interesting things to turn into undead -- it's more effective to have one or two big creations than lots of little ones -- anything that you are likely to fight by the time you animate dead will just shred low-HD undead. Be creative -- not just skeletons and zombies, but use your superlative knowledge skills to come up with rare and weird types of undead.

3) use your wizard toolbox to boost your undead in ways that clerics can't (e.g., haste; walls to separate enemies while your undead mob part of the party; spells like fear or cloudkill that hurt your foes but which your undead are immune to)

4) use your powerful necromancy spells to snuff out the life of anything your undead can't handle, or otherwise defeat them.

5) wizards are better than clerics at some areas of necromancy: one of them is the save-or-suck area, or at higher levels save-or-die. Take full advantage of this (Spell Focus, Greater Spell Focus, Persistent Spell, Reach Spell, spectral hand, other methods).

I would like to point out UMD as a skill. I like dangerously Curious or having my headband attuned to UMD skill. As a Necromancer Wizard I still have roughly a 14 cha and can easily use scrolls of Desecrate and Remove Paralysis.

What you DO get over the Cleric is Command Undead the spell as a 2nd level spell and the Feat Command Undead at level 1 (Without taking the feat). I personally don't mind not being able to heal the undead as I like collecting new and more powerful Undead as they fall in battle.

But yes Wizard Necromancers play differently than the Divine Necromancers. But they truly are a blast. And what Tonyz said about Cloudkill is one of my favorite moves....Of course I add in Life Bubble (A personal favorite spell) casted the night before on you and your team so no one but the enemy gets hurt by it.


Wizards also have the advantage in that they have access to a wider range of other non animate necromantic spells to take advantage of spell focus/greater focus. In particular the possession line of spells are very powerful.


Thanks all of you guys just 1 more question about my stats (20 pb):

Str:6
Dex:14
Con:10
Int:19
Wis:14
Cha:14

Or

Str:6
Dex:14
Con:10
Int:19
Wis:10
Cha:16

Or what do you think is better :p


Elric The Shadow Dancer wrote:

Thanks all of you guys just 1 more question about my stats (20 pb):

Str:6
Dex:14
Con:10
Int:19
Wis:14
Cha:14

Or

Str:6
Dex:14
Con:10
Int:19
Wis:10
Cha:16

Or what do you think is better :p

When I play human this is what I tend to do Point Buy wise:

Str: 7, Dex: 12, Con: 12, Int: 20, Wis: 10, Cha: 13
if I use this I pump Cha at 4 and INT the rest
(I use this if Undead may not show up till later levels and I just want the Spell DC to be maxed out for the Lower Levels)

or

Str: 8, Dex: 12, Con: 12, Int: 19, Wis: 10, Cha: 14
I just pump the s@+# out of INT every 4 levels
(I choose this one when I know Undead will be showing up alot low level for a better Command Undead.)

But if my only 2 choices are the ones you laid out then the 2nd point buy you have figured out. I just never like a +0 Modifier in my Con. Wisdom is not that important since you have a good will save.

Also remember typically you can only go down to 7 in your starting point buy unless it is a special thing a DM allows.


Louise Bishop wrote:

Also remember typically you can only go down to 7 in your starting point buy unless it is a special thing a DM allows.

It's 6 because the middle age thing (+ and -)


Elric The Shadow Dancer wrote:
Louise Bishop wrote:

Also remember typically you can only go down to 7 in your starting point buy unless it is a special thing a DM allows.

It's 6 because the middle age thing (+ and -)

Ahh I never get to screw with the bonuses for age kind of characters. Some groups/People think it is a little to Min-maxy with the stats. Plus many of my builds receive hate enough for being strong so I avoid the age stuff and just make most my characters the typical age for the class I am playing.


Louise Bishop wrote:


Ahh I never get to screw with the bonuses for age kind of characters. Some groups/People think it is a little to Min-maxy with the stats. Plus many of my builds receive hate enough for being strong so I avoid the age stuff and just make most my characters the typical age for the class I am playing.

i'm doing it just for flavor because he will be grumpy because his 50 yo and only 4 lvl wizard in a high lvl magic world :P

how about this?

str:6
dex:14
con:12
int:19
wis:10
cha:15


Elric The Shadow Dancer wrote:
Louise Bishop wrote:


Ahh I never get to screw with the bonuses for age kind of characters. Some groups/People think it is a little to Min-maxy with the stats. Plus many of my builds receive hate enough for being strong so I avoid the age stuff and just make most my characters the typical age for the class I am playing.

i'm doing it just for flavor because he will be grumpy because his 50 yo and only 4 lvl wizard in a high lvl magic world :P

how about this?

str:6
dex:14
con:12
int:19
wis:10
cha:15

That works very well. I would go with those and Let the campaign dictate if you +1 to Cha or Int first based on how much you Use Cha based skills and the Command undead feat.


I remember reading somewhere on Reddit an example of an Undead Lord cleric that was one mean %^&*(!

I cant find it but it involved Create Reliquary Arms and Shields,Desecrate and some creative min/maxing.... I wish I could find the build again, it was disgusting!! I actually LOLed while reading it....


doc roc wrote:

I remember reading somewhere on Reddit an example of an Undead Lord cleric that was one mean %^&*(!

I cant find it but it involved Create Reliquary Arms and Shields,Desecrate and some creative min/maxing.... I wish I could find the build again, it was disgusting!! I actually LOLed while reading it....

I really like the Undead Lord, but wish they had fleshed out the Corpse Companion more fully. I think it should work more like the Animal Companion rules with either the Skeleton or Zombie template, and maybe have the effective Druid level lowered slightly to account for the benefits of those templates.

Silver Crusade

Sorry to Necro this, but where does it say you get spell focus(Necro) instead of scribe scroll? Having trouble finding it Love the guide though, gonna make my first Necromancer now lol!


xXCrusaderXx wrote:
Sorry to Necro this, but where does it say you get spell focus(Necro) instead of scribe scroll? Having trouble finding it Love the guide though, gonna make my first Necromancer now lol!

In Pathfinder Society all crafting feats are banned so PFS gives the Wizard Spell Focus in it's place.


Louise Bishop wrote:
One thing the Guide doesn't talk about is the Spell Marionette Possession. This is the spell for getting Personal Buffs on team members. If they allow you to possess them of course. Some people are more trusting than others. Those that trust in my powers get rewarded. Fighter can have Overland Flight or False Life the night before our Big Adventure. Some people will not like the Idea of Possession but hey once they taste the power they will want more.

That isn't an option I ever considered. Very interesting.

What I use Marionette Possession for is to possess my minions and control them directly. Or my familiar for scouting.

Another good trick with a Gravewalker Witch is to use slumber hex to knock enemies out and then use Marionette Possession to possess them. (Unconscious creatures count as willing for non-harmful spells.)

Silver Crusade

Ok awesome thanks!


Doomed Hero wrote:
Louise Bishop wrote:
One thing the Guide doesn't talk about is the Spell Marionette Possession. This is the spell for getting Personal Buffs on team members. If they allow you to possess them of course. Some people are more trusting than others. Those that trust in my powers get rewarded. Fighter can have Overland Flight or False Life the night before our Big Adventure. Some people will not like the Idea of Possession but hey once they taste the power they will want more.

That isn't an option I ever considered. Very interesting.

What I use Marionette Possession for is to possess my minions and control them directly. Or my familiar for scouting.

Another good trick with a Gravewalker Witch is to use slumber hex to knock enemies out and then use Marionette Possession to possess them. (Unconscious creatures count as willing for non-harmful spells.)

I'll be honest...It is a beautiful thing to see a Barbarian in Form of the Dragon tearing his way across a battlefield.

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