Rusty and indecisive, need help being a player again.


Advice


So I have been DM'ing without a break for awhile now (5 years), and I finally get to take a break and play in a campaign again and I am very excited. One of my players has decided to run a dark/evil campaign. We are of varied levels 1-4 and have a 25 point buy, as well as few bonuses (because we are evil, and his logic is you either need to be strong or smart). My group tends to play pretty well and have a nice grasp of the rules, I tend not to allow power gaming too much, but it appears that in this campaign it may be somewhat of a necessity. My problem, I need help creating an effective necromancer(or something that mimics it) and I truly cannot decide what to play. After looking at Wizard, sorcerer and cleric(undeadlord), it seems that cleric is the only real choice in terms of real necromancy, is their something i am missing? Help please.

character fluff/ progression- I am playing the equivalent of a damphir, in a world in which there are no others. My character was created in some elaborate ritual by heretical noble cultists that worshiped the god of death. He has been raised in a secluded mansion that has no windows or doors(apparent), and has been groomed in magic, religion and the knowledge that he is special (his teachers and servants tell him so every day). He has not been pampered(evil wizards/clerics tend not to pamper disciples) and has never seen the outside for fear that the true sunlight might destroy him.This is going to change. I want to focus on the magic part, but am not apposed to multi-classing to get martial or special abilities, oh and I intend on eventually turning him into a lich.

Ideas i have thought on:
1)wizard (necromacer)
2)sorcerer undead(wild blooded/sanguine)
3)cleric undead-lord
4)oracle -Life(asking Dm to change positive to negative energy)
5)synthesis summoner with undead path


Bones Oracle or something you listed. Other than that I don't know, Necromancy isn't my style.


Typically isn't mine either, but no one in my group has ever played one. I kinda feel as the normal Dm i have to pull of the big arch villain thing, and since he isn't restricting it, I feel having a potential 40 Hd worth of undead at my command at level 5 is pretty evil.

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So....do you want to be an animator/army commander?

Do you want an army of mooks, or a band of a few powerful underlings? How do you plan on incorporating your undead underlings with the rest of the party?

I think the oracle of bones or sorcerer might be the best bet...especially if you eventually become undead and can use a jacked up Charisma score for hit points and fortitude saves.


being able to channel negative energy to keeping your undead up and hurt the ones trying to take them done is a plus. I would go cleric.

going cleric/sorcerer and then mystic theurge would at higher levels give lots and lots of undead to play with.


SmiloDan wrote:

So....do you want to be an animator/army commander?

Do you want an army of mooks, or a band of a few powerful underlings? How do you plan on incorporating your undead underlings with the rest of the party?

At lower lever I would use mass amounts of undead, while at high I probably would just have a few stronger ones. regarding the party members, one of them is going to play a dervish bard who is essentially my servant, but will kill me if I prove to be a failed ritual. so I don't think they will mind the undead to much, the other characters I don't know how they will react yet. I had planned on animating there corpses if they died.

As for the idea about the mystic theurge, i hadn't thought about that too much, but it might work. Anyone know how a sorcerer/ oracle one would play?


Check out the Mystic Theurge thread elsewhere in Advice. Basically a Sorcerer/Oracle would be too far behind spell progression and be quite horrible as far as MTs go.


A Law/Death Cleric with the Command Undead feat ranks up there as the best option for Core undead commanding general. If you use Sub-Domains Inevitable Undead (creepy huh?) you can get access to some nice domain spells and powers. Death's Kiss will can give your allies an unexpected boost in battle which most "living" things don't get around a necromancer.

I don't think at "low level" you'll be playing with much undead. Unless your GM gives you the opportunity to pick-up some pre-existing skeletons or zombies to play with. Animate Undead the spell doesn't come into play until 5th level (7/8 for Wizard or Sorc). Don't forget to use Desecration.

If you can draw on 3.5 books and have the Five Nations book, Eberron supplement, going Cleric and then Bone Knight used be entertaining as all get out.


So after looking around at some suggestions I've narrowed list down a little...

Assuming I build up until I becoming a lich, possible at (lv 13)

1)Magus 4(hexcrafter)/ cleric 3(undeadlord/ mystic theurge 6
2)Cleric (undeadlord)13
3)cleric 6/ bonelord 7 *(if allowed)
4)Summoner (synthisis) 10/ Anti-paladin 3
5)Wizard 13 (generalist/ Absolum arcanamirum crafter)
6)Sorcerer( wildblooded- sanguine)4 /cleric 3(undeadlord/ mystic theurge 6

...if any other nice combo's are out there let me know, or if you have experience with these.

Okay with some of the choices I know I need:
(Human) spell focus necromancy
1st varisian tattoo necromancy
3rd spell specialization
5th undead master
7th * undecided- is skeletal summoning good? possible craft wounderous
9th thanotopic spell
11th undecided
13th undecided

any suggestions?


Are third party accessories allowed? You might take a look at the Ghul template from "The Genius Guide To: Simple Monster Templates" from Super Genius Games. It can also be found at pfsrd20.com under the monster templates. I used it to augment the BBEG in a campaign I just ended. Groovy stuff.

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Try Juju oracle for added fun! all the undead goodness of a cleric plus you eventually get Juju zombies that share your alignment. Then all you need is some oni monks. Then you to can have Juju Jitsu Giants! paint a pair one red and one blue and see who gets the reference.


I'm pretty sure in one of the Ultimate's there's a feat called "Skeletal Summoning." Pretty much what it says on the tin, you apply the skeletal template to everything you summon. Really good for evoking the image of "My undead horde claws its way free from the earth."


I'm a Necromancer purist (speaking of specialist Wizardry, solely) so that's where my vote is invariably going to rest. Given your character's backstory extensive training in the arcane (or whatever you settle on), you may see if your GM would let you go ahead and create yourself a spell or two to support the concept of controlling an undead horde. I know I had a level 1 Minor Animation spell on my foremost Necromancer that allowed him to create a zombie/skeleton at reduced functionality. There's also a level 1 spell to create crawling claws (from a previous edition of d&d, but it could easily be adapted).

I feel like the options are a little more open for the Wizard route, namely because of immense spell repertoires and the capacity to make your own if the existing ones are lacking. That's not to say the other options aren't good or just as viable; I'm merely offering my personal preference.

*Edit: I would also like to say, that the concept of a Necromantic Summoner would probably knock it out of the ballpark if you want to focus only on surrounding yourself with minions of undeath. This operates under the assumption you're not as keen on the diseases, plagues, weaknesses, and death effect staples of necromancy as much as having the minions. Having a monstrous zombie/skeleton/wraith/etc. Eidolon would be fun. I will also readily admit that my knowledge on Summoners as a class is severely lacking, so barring some skimming or reading I can't really comment on their undead-summoning capabilities. I'm assuming that their Conjuration focus can be funneled into some sort of Undead trapping for the time being.


DungeonmasterCal wrote:
Are third party accessories allowed?.

Third party products are situational, as in maybe a feat or spell, but typically trying to stay with base Paizo material.

Christopher Van Horn wrote:
Try Juju oracle for added fun! all the undead goodness of a cleric plus you eventually get Juju zombies that share your alignment.

I was unfamiliar with this Mystery, I looked it over, it has some nice things particularly:

Spirit Vessels (Su): You can channel wendo spirits into lifeless bodies, reanimating them to aid you. Necromancy spells that create undead lose the evil descriptor when you cast them. Mindless undead created by your magic are of neutral alignment, while thinking undead possess your alignment. When using the animate dead spell, you can control 6 HD worth of undead creatures per caster level rather than 4 HD. In addition, any zombies or juju zombies you create using animate dead, create undead, or similar spells possess maximum hit points.

have you played this class or seen it in play? do you know how it compares to the undead lord cleric?

As for the wizard purist, I sympathize, I would love to play one ( way better offensive spells, but they just seem weaker than the divine classes in terms of necromantic power/ abilities.


As mentioned previously, you may wanna give the Mystic Theurge a glance. Granted, that depends on you exploring the multi-class route.


Well if your dm is willing to allow a 3rd party class I strongly recommend the Super Genius death mage. It seems to me the corpse mage pale road of the death mage is tailor made to do what you want to do.

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