Help Me Build A Necromancer


Advice


Heya, new to the forums (first post, actually, though I've been reading and watching... waiting..).

Starting up a campaign to mess around with during off time from our main (and somewhat serious) campaign. Sat down to make a character and after some consideration, decided I want to play Necromancer.

I can think of at least 3 classes than can most likely do this: cleric, wizard (and sorcerer, I guess), and oracle. My question is: which is best?

So, have at it. We're coming in at 14th level (yeah, its mainly for kicks), and there might be only 3 people in the party. I know one is going to be an archer ranger, and the other is most likely going to be a damage dealer as well - I think he's leaning towards gunslinger for this, and his go-to class is rogue, so I'm expecting that. I'm not necessarily looking for someone to plan out my levels, but maybe a race/class combo, with possibly a few recommended magic items (or spells, if it applies). I'd like to stick to core stuff as much as possible, but the more toned down 3rd party stuff probably won't be so bad (though the DM hates psionics, so avoid that).

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Cleric is the best. Negitive Energy channel, and animate dead as 3rd as opposed to 4th level spell. Lesser version as a second level spell. You can start reanimating as early as third level.

However, coming in at 14th is a bit different.
Think of what you want do besides play with reanimation. That will help narrow it down.

I might look at Oracle of Bones as well. some nice goodies there. Undead Bloodline sorcerer is thematic.

Bottom line. Cleric is the most powerful with Undead. You get buffs to ladle on, survivability and combat as backup, and earlier access to undead making spells.


Dhampir Oracle of Bones. I've been wanting to play one since Bestiary 2's release.

If dhampir is off-limits, go human and pick the necromancer specialist (wizard). Try to talk your GM into letting you grab Craft Construct when you are the appropriate level. With undead minions and golems/animated objects/etc. you won't have to worry about losing the inflict spells; "healing" undead can be accoplished with wands/scrolls if necessary.

If none of that is possible, use a half-orc oracle of bones.


Craft construct is very prereq heavy. there's a wizard dicovery however, that will get you one kind of golem creation without prereqs


you should either go juju mystery oracle 14

or juju mystery oracle 1/ undead lord cleric 13

or juju mystery oracle 1/ undead lord cleric 8/agent of the grave 5.

Ok so juju mystery oracle is great because it changes things for you.
1. Your undead are no longer automatically evil and thus smite doesn't work against them.
2. Your zombies come in at full health.
3. Instead of being able to control only 4hd per caster lvl of undead, you can now control 6x your cl of undead

undead lord doesn't net you too much but by 8th lvl, any time you heal your undead with negative energy, that healing is increased by 50%. Nice

agent of the dead docks you a caster lvl, but in exchange you get a bunch of cool abilities and you get to add your class lvl to your caster lvl for how many undead you can animate and control.

So if you take the +2 caster lvl trait which fixes the loss of cl from dipping 1 lvl into oracle and from agent of the grave,

at lvl 14 you can control, 19x6 hd of undead.

Note that through feats you can further boost your undead control pool.

undead mastery gives you a +4
spell specialization gives you a +2
varisian tatoo gives you a +1
casting death knell is +1
items can net you another 4 or 5 cl
so before items your control pool could be as high as 27x6(162 hd of undead)

Those undead would definitely be fast zombies.

Now in other options, if you are less excited by a huge number of undead, you can go 14 lvls of oracle and then you would be able to create juju zombies from your more impressive enemies. They would keep their class lvls but you would have to make sure you had control over them or it could backfire.

juju oracle link


This is such a sad but true statement about the necromancer as a wizard specialty - he's simply outclassed in the undead-making and controlling department. But consider the damage output. The wizard choice gives you spells like enervation and the various rays. Plus several excellent touch spells, which you can use to good effect with spectral hand. If you want undead beasties, it's less of a problem at 14th level - you can make them in advance and store them in a bag of holding. Similar with create undead. The whole point of having the undead is to tank for you - you shouldn't need to hit things up close like a cleric (and like I said, you've got some mighty fine touch spells if they do get close, plus temporary hit points from false life). So there's some good things to consider on the arcane side.


Well, I was hoping to have a build that can essentially tank for the party. That can be done through a big meaty undead (pretty sure an archetype for cleric gets an undead companion that would do this well) or through lots of smaller undead (a conjurer might actually outdo the necromancer on this, which is actually pathetic). The oracle seems.. eh, it doesn't seem 'undead master' focused, it just gets a little bit of it for flavor. It deals more with death and whatnot than necessarily necromancy.

Still not sure yet.

What feats? Any items I should aim for?


Phylactery of Negitive energy, Robe of Bones, Staff of Necromancy, A bag of holding to keep bodies in, Mask of the skull (for style),

Really, same as any other character of your class.


Necromancer wrote:

Dhampir Oracle of Bones. I've been wanting to play one since Bestiary 2's release.

If dhampir is off-limits, go human and pick the necromancer specialist (wizard). Try to talk your GM into letting you grab Craft Construct when you are the appropriate level. With undead minions and golems/animated objects/etc. you won't have to worry about losing the inflict spells; "healing" undead can be accoplished with wands/scrolls if necessary.

If none of that is possible, use a half-orc oracle of bones.

The spell "Animate Objects", needed for most golems and all animated objects, is cleric and bard only.

Shadow Lodge

One possibility you've overlooked: Witch (Gravewalker) with Plague Patron


Wanna be interesting and help out not only your undead, but also your allies? Go Dirge Bard! Just take all the necromancy spells you need from their ability to get Necro spells, and then buff the hell out of everyone!


Brambleman wrote:


The spell "Animate Objects", needed for most golems and all animated objects, is cleric and bard only.

Go go gadget +5 to the Spellcraft DC!


Another thread just reminded me of this trick. Use "Animate objects" on some corpses. Mix with your regular undead. It'll be very confusing for enemys and will give you the same adaptability in the face of undead killers as golems.


Vendis wrote:
The oracle seems.. eh, it doesn't seem 'undead master' focused, it just gets a little bit of it for flavor. It deals more with death and whatnot than necessarily necromancy.

It's CHA based, you won't be splitting CHA and WIS just to maintain the class like you would with a cleric. The skill options far outweigh the cleric and wizard; while you might not be the party's face, intimidate and disguise are both CHA-based. Not to mention the fact that if you create intelligent undead, you can talk them into working with you rather than forcing them with Control Undead checks.


Brambleman wrote:
Another thread just reminded me of this trick. Use "Animate objects" on some corpses. Mix with your regular undead. It'll be very confusing for enemys and will give you the same adaptability in the face of undead killers as golems.

Not to mention planar allies and leadership (if it's allowed). Cohorts could be created (mohrgs, wights, wraiths, etc.) without having to advertize around.


Pretty crazy how many classes could make viable necromancers..


thepuregamer wrote:


Ok so juju mystery oracle is great because it changes things for you.
1. Your undead are no longer automatically evil and thus smite doesn't work against them.
2. Your zombies come in at full health.
3. Instead of being able to control only 4hd per caster lvl of undead, you can now control 6x your cl of undead

Hopefully I'm not Necroing a thread (no pun intended), but how does the JuJu Oracle accomplish that? I looked at the link you posted but I didn't see where it said those things change, so I'm a bit confused.

I, too, am looking to build a Necromancer for a future game, and am looking for input, as spell casters are my weak point.

Edit: I think I found the answer to my question. The Revelation Spirit Vessels is how all that happens. Your build above is pretty darn scary looking, and I think I'm going to try giving it a go. Thanks for the info.


no its nice to see an idea of build. Im lucky my GM has 2other players so he is allowing gestalt. So I used this thread to work out a Socerer (crossblooded Sanguine/Bedrock)/cleric Undead Lord that goes into agent of grave. Dhamphry. I think 1 level of JUJU would be nice but not sure.


Another neat idea, one I might use, is going Juju oracle 1/witch (gravewalker) X, taking the plague patron. You get non-evil zombies, witch hexes, and the ability to assume control over other undead within range of your aura of desecration.

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