(Non-Raising) Necromancer


Dark Archive

I originally posted this in the Mummy's Mask forum but decided to move it here where it'll get more traffic.

We're kicking off Mummy's Mask on Sunday and one of our player's (our Sorcerer) has bowed out due to other RL commitments so I'm re-skinning my Bard into a Wizard to cover more of the Arcane front.

I'm thinking of rolling a Necromancer with the Resurrected trait (she died, but she got better). The only problem is that two of the other party members are a Paladin with the Undead Scourge trait and a Cleric of Pharasma, so raising dead is out (I took Turn Undead, instead. I like keeping my head attached to the rest of my body).

Here's what I've built so far:
Unnamed Hero
Female human (Keleshite) necromancer 1
LN Medium humanoid (human)
Init +2; Senses Perception +0
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d6+3)
Fort +2, Ref +2, Will +2; +2 trait bonus against death effects.
Speed 30 ft.
Melee dagger -1 (1d4-1/19-20) or
. . quarterstaff -1 (1d6-1)
Ranged light crossbow +2 (1d8/19-20)
Arcane School Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—grave touch (1 round)
Necromancer Spells Prepared (CL 1st; concentration +4)
. . 1st—grease, mage armor, ray of enfeeblement (DC 15)
. . 0 (at will)—dancing lights, open/close (DC 13), read magic
. . Opposition Schools Enchantment, Illusion
Str 8, Dex 14, Con 14, Int 17, Wis 10, Cha 14
Base Atk +0; CMB -1; CMD 11
Feats Improved Channel, Scribe Scroll, Spell Focus (necromancy), Turn Undead
Traits resurrected
Skills Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (history) +7, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +7, Spellcraft +7
Languages Ancient Osiriani, Common, Ignan, Kelish, Osiriani, Sphinx
SQ arcane bond (Arcane Familiar, greensting scorpion), power over undead
Other Gear crossbow bolts (10), dagger, light crossbow, quarterstaff, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], spell component pouch, trail rations (5), waterskin, wizard starting spellbook, 31 gp, 4 sp, 5 cp
Special Abilities
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Grave Touch (1 round, 6/day) (Sp) As a standard action, touch shakes living foe 1 rds (frighten 1 rd if already shaken).
Illusion You must spend 2 slots to cast spells from the Illusion school.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Turn Undead (DC 14) (Su) Receive Command Undead or Turn Undead as a bonus feat.


Arcane Familiar CR –
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +4
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +2
Defensive Abilities improved evasion; Immune mind-affecting effects
Speed 30 ft.
Melee sting +5 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon Finesse
Climb +7, Linguistics -1, Perception +4, Spellcraft -1, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ empathic link
Special Abilities
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link (Su) You have an empathic link with your master.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (DC 10) (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.

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Right now I'm stumped on my second trait as well as the spells in my spellbook (It currently consists of 0-Sotto Voce, 1st-Cause Fear, Grease, Mage Armor, Magic Missile, Ray of Enfeeblement).

So, please go over it, take it apart, and put it back together again and let me know what you think.

There are far too few undead turning necromancers out there!

I'm wondering how much mileage you expect to get from preparing mage armor at this level. It only lasts one hour, so you likely won't be casting it preemptively. Is +4 AC worth a standard action and one of your three spells a day?

I see you've only a +3 modifier to INT. Makes sense, since you gotta have a decent charisma for channel energy. Makes for a spell-starved early game, though. How come you got eight strength instead of seven? Does it really make a difference?

Are you thinking about picking up quick channel at fifth? That's what I'd do.

Out of interest, why illusion as a banned school? Something flavorful about the character, or are you just bored of using all the stellar defensive spells on the illusionist list?

Dark Archive

Eight is the lower limit imposed by the GM.

What spell would you suggest in place of Mage Armor? What school would you suggest in place of Illusion?

magic missile and burning disarm are both fairly useful and remain useful spells beyond 1st level. Also, (assuming you're fighting more than just undead all the time) Sleep is an incredibly powerful spell at low levels. It's for all practical purposes a save or die spell at that point.

as for schools, every school as nice spells, so it really depends on what your role is going to be. Are you going to be a blaster, a buffer, a debuffer, crowd control, etc.

There are great spells of every school, so no matter what you ban, you'll be sacrificing something. The only hard and fast rule is don't ban conjuration, illusion, or transmutation, as those schools are head and shoulders above the rest. That said, if you aren't a blasty casty, you'll get limited mileage out of evocation, and divination is always a good ban, since on those days that you need to prepare scrying spells you can just spend two spell slots. Find or make an item of see invisibility, though.

For spells rather than mage armor, I'd recommend silent image, color spray, enlarge person or reduce person (depending on your party).

For spells to make sure you have in your spellbook, vanish and identify come to mind, as does feather fall.

Yeah, I'd go with Divination and Enchantment as banned schools. You should always have an Invisibility handy, and if you're occupying 2 spell slots every day for Invisibility, that's cumbersome.

Dark Archive

Okay, I had it paired down to Divination and Evocation for my second opposition school and decided to go with Divination (There's just something cathartic about rolling handfuls of dice for a well placed Fireball).

Marik Whiterose wrote:
Okay, I had it paired down to Divination and Evocation for my second opposition school and decided to go with Divination (There's just something cathartic about rolling handfuls of dice for a well placed Fireball).

I know the feeling! It's why I ban evocation less often than strict optimization would ask for. :)

Necromancers are fun, because the channel energy gives you something to do with your move actions. (With Quick Channel.) Have you considered Alignment Channel or Elemental Channel? They're campaign dependent (I've never played Mummy's Mask) but it'd let you hit more types of things with your AoE save or run.

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