
Malisteen |

Well as you know already it is the AP King Maker and from what i know,they will be able to adventure with me for as long as they live. But there is years between each book supposedly.
So other then that i can get back to you on the official answer but that is the answer for the moment.
I'm sorry, I'm not familiar with King Maker, so you'll have to be patient with me, here.
How many 'breaks' in the action are there? Is it two or three over the course of the campaign, or is it every couple levels?
Do you stay the same levels during these breaks, or do you level up off-screen?
Do players lose and re-purchase their equipment while this is going on, or do they come back with the same number of cure potions, the same number of charges in their invisibility wands, and the same amount of trail rations in their haversacks?
If the DM does want you to lose undead between adventures, ask him if you can at least get the expensive material components you used to make them back. If the answer is no, it's not a game breaker. We can still work with it. You won't even notice the difference until 7th level, probably. But it still affects the long term plans, how many undead you may choose to make, and what undead you make when you do. For instance, fast zombies become better compared to bloody skeletons if you're going to lose the undead anyway at the end of each dungeon.
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Again, I'm not familiar with 'King Maker', so a few quick general questions, with the reasons you would like to know. We're not trying to trick or hide anything from the DM, where just trying to make sure your character can contribute to the party's success without disrupting the story.
1) Mostly urban based or mostly dungeon based? Obviously if you're in the city most of the time, having a few skeletons follow you around is going to be a problem.
2) Mostly monsters to fight, or mostly humanoid npcs with class levels? Monsters make much better skeletons and zombies, since class levels are lost when the template is applied.
3) Will you be fighting against undead enemies during the course of the campaign? If so, will you be doing so rarely, occasionally, or frequently? You're DM should be aware that you have access to a second level spell that can instantly dominate mindless undead without a save, or that can charm intelligent undead that fail their save, and that either effect lasts for days. Your DM should be careful about including powerful mindless undead as enemies in the campaign because of this.
4) What are the other characters playing. In particular, will you have druids, paladins, or clerics of gods with particular grudges against the undead in your party? Druids frequently, but not always, view undead as abominations against nature (some of them view undead as embodiments of the natural principles of death, and thus have no problem with them, but these are less frequent). Paladins and Sun Clerics... there's even less ambiguity there. You can play a necromancer who never animates or uses the undead, but it's a lot less fun, so if your party includes such characters you may want to just consider another character concept before you become any more invested.

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Kingmaker is the newest adventure path from Paizo, following on the heels of Council of Thieves. It's advertised as a campaign where you will acquire and consolidate a kingdom in the Low Kingdoms area of Golarion. I believe mention was made of mass combat rules, which might explain the change in duration of summoning spells (so you can summon hordes of minions and throw them at enemy armies).
I imagine there's about 6 books in the AP, so expect 5-6 breaks between scenarios.
At least you won't have to worry about your undead aging between scenarios! Unless Pathfinder has introduced new undead-aging rules I don't know about.
Unfortunately, on the one hand you'll be missing out on a lot of great undead crafting feats and abilities by the restriction to Pathfinder only. On the other, my understanding of the campaign is that having a necromancer with an undead army would be a real advantage. So I would definitely looking into whatever you can for crafting, animating, and commanding undead that you have available to you. And be sure to take the fear spell when you reach the appropriate level; a cone that blasts masses of enemies which your undead are immune to is an AWESOME spell on a battlefield.
I'm not sure how aasimar and tiefling are in Pathfinder, but I'd probably stick with human in any event for the bonus feat and boost to Intelligence.
Aside from necromancer, I'd think that a summoner/summoning specialist and druid would both be excellent choices for this campaign. A warrior type with Leadership would also be great. An evoker might also be useful, since blasty spells (while often considered inferior compared to other casting strategies) will do a real number on hordes of enemy troops. Really though, just about any character concept should be able to fit. The default alignment should make things easier for you as well.

Malisteen |

Alright. This is not actually a society game, it just uses society character creation rules, from what I understand.
Carving out a kingdom from the wilderness is exactly the kind of thing that a necromancer loves to do. A couple quick notes:
1) I'm assuming that other expendable items - wand & staff charges, potions, provisions, and so forth stay the same during the breaks, with items used presumably replaced by more of the same during these long downtime periods. If that is the case, I see no reason why undead would work any differently. This probably shouldn't be a problem, but, again, check with your DM to make sure.
2) This seems like exactly the kind of campaign that would allow the Leadership feat. If your DM allows it, then take it. I'm not recommending abusing it do the degree of the sample Adramelech character on the previous page, but as a necromancer you can get a ton of utility out of a negen cleric cohort, even if you never actually take it with you on adventures. Followers can just be whatever's most needed at the time.
3) Consider the Sorcerer. The bloodline abilities aren't as useful as the wizard specialist abilities, imo, but the much higher charisma can do a lot for you in this kind of campaign. A higher leadership score is worth mentioning in and of itself. Not that a wizard is less useful in this setting, mind, it's just something worth considering.
4) You'll have to establish a culture in your new kingdom that makes undead acceptable. A clerical cohort can help here as a religious leader. You can go the amoral rout, encouraging your people to think of dead bodies as empty husks abandoned by their former tenants, with no harm done in using them. Or you can go for a more ab-moral or alt-moral route, where undead creatures represent a triumph over death.
In any event, you're probably going to suffer penalties attracting new citizens if you make open use of undead. It will help if you restrict the undead use to monsters, rather then corpses of your citizens, but this may not be strictly necessary.
Try looking for Eberron books, and reading the fluff for the Kingdom of Kharnath. That's the mentality you're going for. A Lawful Neutral society accepting of the undead, with strong feelings of patriotism and loyalty. Those settlers built a kingdom from nothing, won it from monsters with their own sweat and blood, and you helped them do it. How dare any outsider question the means used? That kind of thing. It is essential to have central cultural leaders (again, see cleric cohort), and to be extra nice to and protective of your people if you want this idea to be at all believable to your DM.
Build ideas - starting build as with my suggestion for 1st level wizard, Roderick Pale in a previous post in this thread. For feats, focus on survivability (feats that increase your CMD, improve your HP, or make concentration checks more easily) and spellcasting (spell focus, spell penetration, and metamagic feats are all choice here). Since you're building a community from nothing, you may also place greater then normal value on Crafting skills and feats, as they may be your only access to particular items.
For spells, Treantmonk's wizard guide has good advice, although you're going to put higher value on Command Undead and Animate Dead then he does, simply because of the nature of your build. Early levels are rough for a necromancer, due to a lack of really good low level spells, but it gets better. In particular, look to Fear, Magic Jar, Circle of Death, at higher levels. Also look at summoning spells, particularly Summon Monster III and higher. Since you're going to be looking at mass combat, you'll also want to be sure to pick up strong area buffs like Haste and area control spells like Black Tentacles. Also be sure to look for spells that your undead are immune to, as Damien mentioned above. You may even consider grabbing a couple forbidden school spells, such as the Wall of X evocation spells. For out of combat purposes, you may want to pick up Charm Person as well, even if you chose enchantment as a forbidden school.
Collect impressive corpses. And by impressive I mean: multiple Hit Dice, high raw Strength & Dexterity, powerful or plentiful natural attacks, reach, larger size, useful movement modes such as fly or burrow, and elemental subtypes. Use these creatures to create your undead once you have access to Animate Dead, being sure to only create fast zombies or bloody skeletons. Control excess creatures with Command Undead. Only create undead within the area of an unholy altar and the effect of Desecrate spell - again a cleric cohort or ally will be useful here.
Keep an eye out for the Pathfinder 'Advanced Players Guide' coming out some time in the next few months. I don't know what all it includes, other then a few new classes, but it might include some new sorc/wiz spells, and you'll want to check them out. Particularly for good low level necromancy spells.