[Necormancy] Continued concerns regarding specialization


Races & Classes


After searching the forums, I was a little surprised to find very few post that mention how dangerous 8HD/per lvl can be for specialized necromancers.

Now, granted, many of these scenarios presume a small amount of power-gaming, but as far as I can tell, they are all possible:

1) At lvl 1: An undead magically flying skeletal nightmare
2) At lvl 2: A undead skeletal purple worm, 16HD, +40 to grapple, 37 str
3) At lvl 3: 2 zombie giant squid pulled around in a cart, 22 attacks a round.

The only limit I can see to these is limited access to animate undead scrolls at lvl 1.

Is no one else concerned about this?

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

I'm be interested to know how a 1st-3rd level wizard got access to those corpses/skeletons to animate them. It's not like there's some giant monster graveyard with dozens of options to choose from. I would think that the high level necromancers would easily take any good monster bodies to animate themselves, leving the low level apprentices to animate lowly 1HD humanoids and barnyard animals.

In my games, if someone wants to animate something, they generally need to kill it first - THAT's how you get a body to animate!


That is a good point. So perhaps these are a bit out of the blue, but a lvl2 Necromancer could still have a pack of 8 wild skeleton dogs, with 3 attacks each, for 24 attacks a round.

Just sayin.


Gnome-Eater wrote:

After searching the forums, I was a little surprised to find very few post that mention how dangerous 8HD/per lvl can be for specialized necromancers.

[snip]

Is no one else concerned about this?

I'm not concerned about it because my interpretation is completely different than yours.

As far as I know, the necromancer ability is just saying that when you create undead via Animate Dead, the limit on the total number of skeletons/zombies you can control is 8 HD/level instead of 4 HD/level. If your interpretation is the correct one, then it is indeed much too powerful.

Hopefully this will be clarified in the Beta, although I suspect it won't be.

(On a side note, I don't think worms have skeletons and zombie squids can't make full attacks.)

Sovereign Court

Pathfinder Adventure, Lost Omens, Rulebook Subscriber

This is a useless post, but the idea of zombie squid being pulled around in a cart is hysterical. I think I'm going to have to use that in my game somwhere.


thefishcometh wrote:
This is a useless post, but the idea of zombie squid being pulled around in a cart is hysterical. I think I'm going to have to use that in my game somwhere.

In the current game i'm playing in (an evil game set out of the Temple of Elemental Evil) i was recently saved from being crushed in the depths of a lake by summoning a fiendish squid. I now have a pool of stagnant water with an animated fiendish squid in my quarters.

It's little things like that that make a game memorable.

Must try the squids in a cart sometime. Happy with my zombie hound archon and 4 zombie azers at the moment.


thefishcometh wrote:
This is a useless post, but the idea of zombie squid being pulled around in a cart is hysterical. I think I'm going to have to use that in my game somwhere.

I'm glad you find the ideas as amusing as I did, though I don't follow why the "thread is useless". Perhaps we should all not bother with our questions, less the internet tubes are clogged with too much gambling, horse racing, and worthless posts.

Thanks others for dispelling my concerns.


Gnome-Eater wrote:
I'm glad you find the ideas as amusing as I did, though I don't follow why the "thread is useless".

I don't believe he was saying your thread was useless, I think he was talking about his post.

The Zobmie Squid in the cart is a great idea though.

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