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To build off of Alchemic_Genius, here's a build that we came up with for a Reddit user not long ago.
To begin with, this is a build that requires A LOT of GM buy-in. Not only are they going to have to be okay with you getting access to an Uncommon ritual (Create Undead), they will need be okay with you using that ritual to raise a troop of undead. Additionally, while you could create a neutral or potentially even good version of this build, this is very specifically an evil build. It's very much going to need to fit into a campaign rather than something you introduce into just any game. Finally, you're likely going to want some help from your teammates, so they may have to invest a few skill proficiencies to give you a hand.
With all of those prerequisites met (which, let's admit, is quite a few), we can get to work on our...
Necromancer Lord of the Undead
Level 1
Ancestry: Human (any)
Background: Herbalist (anything, really, so long as we get that Wisdom)
Class: Cleric
Str 10, Dex 12, Con 10, Int 12, Wis 18, Cha 16
Quick explanation: We're going to want a few early feats from Cleric, so grabbing Natural Ambition will save us some headache. I like Herbalist here to grab Natural Medicine to take advantage of our much higher Wisdom score for Treating Wounds. And, of course, cleric is our go to route for raising the dead.
Ancestry Feat: Natural Ambition (Reach Spell)
Cleric Doctrine: Cloistered Cleric (gives us Domain Initiate)
Deity: Urgathoa
Alright, let's get this started proper. Urgathoa, as the goddess of undeath, is a perfect fit for our cleric. Her anathema already fits with our plans and she gives us access to some fine domains. Speaking of which, let's talk Domain Initiate. While you can certainly take Undeath here for thematic reasons, it's not something that I really love since it only gives a melee range attack and it's advanced domain spell won't be as helpful as a certain other domain spell. What I'd actually recommend is grabbing the Magic domain. It's buff, but one we can throw on our minions later and give them a little more survivability in combat (especially shoring up one the troops biggest weaknesses: magical AoE spells). Speaking of which, this is a good time to talk about our Natural Ambition feat: Reach Spell. On the battlefield, you're going to want to stay away from... well, just about everything. But also, some of our most helpful spells both now and down the line are going to want us to get up close.
Let's talk magic and the level 1 cleric. Let's be clear (to both you and your party), your role is not battlefield healing. That's not your deal. After combat, you can patch people up with your Natural Medicine, but during combat, you're there to blast enemies and debuff anyone who poses a threat. This means that spells like goblin pox, fear, and ray of enfeeblement should all feel quite at home on your spell list. I personally like goblin pox for debuffing opponents as it sticks around a bit more than fear, though the enemy can spend an action to remove the sickened condition. Of course, we're really looking to blast with our harm spells. With four a day, that's enough to throw one out in every meaningful combat and finish just about on time to take a rest. If we want to conserve spell slots, chill touch and -potentially - divine lance. It also doesn't hurt to be ready with guidance or forbidding ward. We may be here to blast, but that doesn't mean we can't help our allies.
Now all of this is well and good, but it doesn't exactly sound like we're summoning a horde of undead any time soon. Well, we're going to need to get our hands on the create undead ritual first. Not only that, but the first troop undead that we'll want to create is level 4, which means we're going to need to be level 8 before we can get started with that. So let's jump ahead a bit.
Level 8
Class feats: Harming Hands, Expanded Domain Initiate (Decay), Cast Down, Advanced Domain (Magic)
Skills: Make sure that Religion is Master
Ability Boosts: Keep Wisdom and Charisma high
Alright, quick breakdown of our feat choices. Harming Hands will help both our blasting and our healing of our undead minions and now has more impact since we have a larger dice pool. The Decay domain gives us another blast/undead heal and can help out in specific Hardness situations while the Advanced Domain for Magic can allow us to buff up our harm spells. Cast Down is truly one of the most powerful feats for Clerics, giving them a ranged "Trip" to keep opponents at bay while blasting. Unfortunately, it usually ends up only in the toolbox of evil clerics or requires a bit of feat investment to make it work.
But now we've (hopefully) got our hands on a ritual that will let us raise up an army. Spend some downtime to create a shambler army or four. At 300 gp a pop, consider these minions as a part of your consumable expenses (not to say that you should neglect penning or buying a scroll or two). To do a quick breakdown of the math of the ritual, the DC is likely to be 28 (DC 23 for a 4th level spell, +5 for being very hard) and you're likely to have a +19 to Religion checks (+14 for level and proficency, +4 Wisdom, +1 item bonus [likely from a Thurible of Revelation or potentially a Serene Mutagen, especially helpful if you have a Alchemist friend willing to help you out]). This gives you about a 60% chance of success to raise the shambler army. If you have an ally critically succeed (against the much easier DC 23), that jumps up to a 70% chance to pull it off. Not bad!
Now you've got a massive minion that can spread out to defend you as a mobile wall. You don't even need to use them for combat as their numbers alone keeps you rather safe as enemies have to hack their way through your lifeless goons to make it to you (and potentially more ranged teammates). Meanwhile, you can blast away or bolster your team as you have been doing up until now. You can even toss out a few harms or withering grasp to keep your zombie horde going. And as they attack all adjacent creatures or creatures within their squares using a basic Reflex save, they function as a weaker 1-action fireball for you. Just use your Command A Minion action to have them Form Up and unleash a 1-action Shambling Onslaught. Not too bad when you still have two actions, yourself, to use.
While this build is "done" at level 8, that's not to say that you can't take it further. The next "level" of troops are at 11, meaning you'll need to be level 15 to both cast the ritual and to control them as a minion. Until then, the shambler army will slowly start to fall off as an effective strategy, but they remain an effective wall. Even still, enemies will eventually be able to bypass them as they gain flying or AoE abilities powerful enough to wipe them out with a single attack.
The normal tactics of a blaster don't go away as you level: grab wands for the spells you want to cast often, staves, and scrolls to supplement your spell slot supply. Take advantage of weakened opponents before going in for bigger attacks while protecting your party. You can also supplement your forces with other created undead with more powerful abilities like shadows, mummies, and even zombie dragons.
As your power grows, so too do your forces! Bend the world to your will!
If you're using Free Archetype rules, or just want to increase your focus on creating undead, consider the Ritualist Dedication, especially if you're lacking on downtime or party members to aid with your creations.