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SO I got a campain coming up and I was asked to play something I always wanted to play so I figured I would dive into a necromancer sense there a class I always wanted to try. Now after hunting down threads and reading the guides out there I come to these conclusion:

Strait cleric : you get two domain spells a hand full of buff spells + you can heal your undead. This is a rather flexible option.

Juju Orical : not as many spells as the cleric but you get to summon undead at 6 HD per lvl instead of 4 HD which is nice. You lose the larger spell list in swapping though. And you lose channel negative energy 30 foot blast so you won't be healing more then one undead at a time.

Agent of the Grave : Interesting class that gives you a chance to pick up some arcane necromancer spells and the ability to heal your self with negative spells like harm spells. The 5th lvl let's you turn into a Litch which I don't know the benifet of this sense it's vary exspensive and I think you lose your caster lvls right?

Wizard Necromancer - You get access to the wizard spells which tend to be more be-buff vs clerics buff list. So one would argue there more battle controle vs there cleric counter part.

Undead Lord - Everything I read on this class says it's a trick and to avoid it.

- it's not a good idea to try and contole undead as they can turn on you and eventually make there save it's safer to just raise undead

-juju zombies are super beefy when it comes to hp and have a strong slam attack but I don't know if the zombie rules template applies to them. It states they can move or attack which makes them not a great tool in combat sense you will be relying on your opponent to just dodge them when you move out of the threat range.

Last there are not a lot of feats aimed towards being a better necromancer and not many magic items I can find eather. After my undead wades into battle what is my role as the caster? How do I contribute to the fight?

I tend to stear clear of necromancer bc the cost to raise undead + most ppl view them negativly. What advice could you give me about such a path to play?


Wait sense when was the monk a bad class O.o You get to increase your attacks as a class feature so you get two weapon fighting feat for free... Your AC goes up as you lvl from your class and you get to add your Wis mod to it...

Your saves are amazing...

And your Ki points allow you to be versatile in combat...

I'm Sorry but Monk is a amazing class and has many options it has a few less HP then the fighter and Barbarian but its a great front line fighter that can control the field well.


Sense it says that its a medium creature does that mean the centipede is only 5 ft long?


Avianfoo wrote:

The normal Summon Natures Ally I summons this Giant Centipede (as per Bestiary 1). No templates are applied. Just use the one in the Bestiary.

If the character has special feats that give extra abilities to summons, simply add as those feats say. No more.

So my player can not use any of the Giant Centipede species templates? For example he can not use a Hissing Centipede that is large and 2d8 HP. Also when they are knocked to 0 HP are they simply banished from the plane or do you need to get them to there - Con score to fully kill them?


So I have a player who keeps using Summon Nature's Ally I to get out a Giant Centipede but we do not know which template to use for Giant Centipede. I can not find which HD he should be using is it a medium creature that is 1d8 HP or should he be using the Giant whip tail Centipede. There is no clear cut answer I can seem to find on this on which template some one is supposed to use when they summon a creature that has multiple templates.