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Hello!

In the campaign i'm in we were lucky enough to kill some burrowing creatures that I plan to raise as zombies via animate dead.

the only problem i'm running into is that as undead raised by animate dead can only follow simple spoken instruction if I ever tell them to burrow I wont be able to get them back again!

How can I circumvent this,? is there a reasonable argument I could present to my gm, or at least a way to communicate my voice to them while they are underground?


I had a lot of fun in 3.5 giving my friends bane or holy weapons with the artificer, I was wondering if there might be a pathfinder equivalent. Not so much for the crafting, but more the infusion style spells or abilities.

I really love the idea of spontaneous weapon buffing. (even adding flat elemental damage would be something).

Anything come to mind?


In a recent encounter I managed to steal a ghost using Command Undead (Su) and very much want to retain control!

Command Undead says, "Intelligent undead receive a new saving throw each day to resist your command"

When does this happen? Can I refresh the duration by re-commanding it before this happens? Failing that, do you have any advice on retaining control over my new ghostly friend?


After speccing out a 10th level cleric to animate and control as many undead as possible I just read the command undead spell and realized it was all more or less pointless.

http://paizo.com/pathfinderRPG/prd/spells/commandUndead.html

A second level spell for days per level with no save! no save!

A wizard could just steal my hard won minions and kill me with them. And he doesn't even have to focus on necromancy to control a greater army then me! all from a few castings of a second level spell! It was bad enough that he could just dominate me!

Is it just me or is that kind of ridicules? You can circumvent the whole HD per caster level rules with this spell.

I would love to see a small errata at least granting an opposed charisma check to already controlled minions.


Hello board,

Me and some friends are currently playing level 10 characters in a very enjoyable campaign.

The problem is I can see our ranger is being a little upstaged and getting a bit upset about it. I was wondering if there was any quick and easy power boosts we could apply? a feat or two I could suggest or an item we could buy him. (something that grants pounce maybe?) Even buffing spells would be helpful.

The rest of the party is more or less of an even power level. We currently have a necromancer cleric (support, tank), a wizard (support, dps), a zen archer monk (ranged dps) and an ac focused hellknight (tank).


For example, if I dominate a target do I innately know if the spell has succeeded or could the target just be playing along? is there a rule here or is it a gm to gm thing?

I'm asking for command undead most specifically but i'm curious how people play it in general.


Would the Unlife Healer ability from the undead lord archetype stack with the bonus from Undeath Varient Channeling?


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So I'm building a necromancer for an upcoming game. I don't know what the start level is yet so i'm trying to get a general game plan down. So far,

Ophelia Duskwing
Aasimar Cleric (Undead Lord)
Cha>Wis>Con>Int>Dex>Str

Feats
B Command Undead
1 Spell Focus Nec
3 Improved Channeling
5 Undead Master
7 Additional Trait (Sacred Conduit & Gifted Adept)
9 Reach Spell
10B Quick or Extra Channel
11 Persistent or Extend Spell
13 Quicken Spell
15 SPELL PERFECTION (Animate dead)
17 SPELL PERFECTION (???)
19 SPELL PERFECTION (???)

Good Items
Bead of Karma Smiting
Phylactery of Neg Energy
???

Notes
High channeling. Capable of healing myself and harming enemies at the same time with a high DC for it and Command Undead. (which i'll need for them juju zombies later on)

Spell Perfection will allow me to turn the +4 bonus from undead master into a +8. As well as being able to use it as a swift action via a free quicken.

Can't really decide between persistent or extend for 11th level. Extend works wonders on clerics but persistent is pretty nasty.

Anything I'm missing here? Any additional caster level buffs would be lovely. Beyond that any advice into making this nasty mother even nastier would be much appreciated.


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Does it add four to your effective level for just the creation of the undead or for both the creation and control?

Undead Master

Spoiler:
You can marshal vast armies of the undead to serve you.

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.

Animate Dead

Spoiler:
This spell turns corpses into undead skeletons or zombies that obey your spoken commands.

The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again.

Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit.

The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.