| Arazni, Harlot Queen of Geb |
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You must remember, my dear magus, that pure number of Hit Dice isn't really a good determining factor when looking at what is a threat... Twenty 1-HD skeletons is in no way as dangerous as one 20-HD skeleton.
And, even if a necromancer has a 20-HD skeleton under her control, that monster is only a CR 8... a reasonable encounter for a group of PCs who are not yet considered powerful enough to register on a legend lore spell.
Really, mindless, feeble skeletons and zombies are no more dangerous than a bunch of living bakers and butlers to the high level characters of the world.
| pobbes |
You must remember, my dear magus, that pure number of Hit Dice isn't really a good determining factor when looking at what is a threat... Twenty 1-HD skeletons is in no way as dangerous as one 20-HD skeleton. And, even if a necromancer has a 20-HD skeleton under her control, that monster is only a CR 8...
^^^Pretty much this. A mindless undead per HD is significantly weaker than any other creature type per HD because they have no con and no abilities that scale with HD. Even intelligent undead tend to be fairly weak per HD until you start working with vampires or mummies.
That being said, there are a few creatures which actually make very effective mindless undead (I believe lizardfolk and landsharks from the bestiary 1 are two such creatures). So, as a PC, you are generally at the DMs mercy for getting good undead. If you are the DM, undead are a great tool for any necromancer character as you can pick and choose the optimum creatures to utilize at their leisure.
Ultimately, you can compare necromancy to summoning, and realize that summoning is often better. The results are less permanent, but also less costly, and you can choose what to summon as the situation warrants as opposed to what is on hand. Still, necromancy does have its own advantages in that most undead are immune to many other necromancy area of effect spells. So, you can drop those on your servants with no danger to them.
| Doomed Hero |
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No necromancer worth his skull-mask deals with basic animated undead. The art of necromancy is about creative use of a group of non-standard tools.
In the early levels you want to control Shadows as soon as possible and have them sink into the ground and slap other people's ankles for strength damage.
As soon as you can you want to start building resetting movement triggered Cause Light Wounds traps, and you want to wire them into your skeleton's chests. 1d8+1 regen every round is pretty cool. It's even cooler if it's an area effect (overlapping auras is mean).
Take Bluff, Disguise and Still Spell. Dress yourself and all your minions up in identical gear complete with masks. Move like them. Cast spells on your enemies while they flail about trying to find the real necromancer.
Animate a good sized dragon or a Roc as a zombie. Hollow out it's chest. You now have the fantasy version of a b-52. Come up with amusing and terrible things to drop on the country side. If you have a ring gate this can get really silly.
1 hd skeletons make fantastic suicide bombers. Fill a 2 gallon jug with black powder and caltrops. Set it into mr. bone's rib cage. Arm him with a torch. You get the idea.
| Ashiel |
Sounds like fun lol. Has anyone heard of someone taking bones from various creatures and humanoids to create a unique type skellie / Zombie
That's generally in the realm of GM-fiat territory, but I'd allow it. I've had Necromancers who have used multiple incomplete corpses with fabricate to create whole corpses for use with animate dead. Not so far off from concept basically.
In the 50s, a soviet surgeon successfully spliced two living dogs together (creating a two-headed dog), which lived for several weeks. Seems like necromancy should be capable of doing some stranger things with less risk of failure than a scalpel and clever surgery.
Given that there are pretty decent rules for creating monsters, and universal monster rules (such as standardized natural attacks), it seems like it wouldn't be difficult to do something similar and keep stuff fair. If you'd like a guideline, I would suggest...
For every natural attack you add to the beastie, increase the HD of the beast by +1 or +2. So if you wanted to make some sort of "Cerberus" riding dog, then add 2 HD for each head (and thus bite attack) you add to the finished product. That will generally keep the stats of the creature in line with creatures of similar strength (remember that every 4 HD you increase an ability by +1). Using this method, you could create some interesting creatures without getting out of hand. EDIT: By out of hand, I mean CR 1/3 or 1/2 skeletons with 5 bite attacks, or similar.
Incidentally, doing things like making 6-armed hill giants would be pretty cool; but unless you can get feats like multiweapon fighting, you may have issues in getting them to actually land attacks. :P
| Generic Villain |
If I were a necromancer, I'd go to a huge royal banquet and cast animate dead on the food. None of the bodies would be intact enough to actually be a threat, but it would sure be funny when the king's lambchops start oozing across his plate slug-like.
(Yes I know the spell doesn't actually work this way, but damnit it should).
| Ashiel |
An example of what I meant from my earlier post.
Six Armed Skeletal Hill Giant CR 8
Large undead
Init +4; Senses Darkvision 60 ft., Perception +0
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AC 20, touch 9, flat-fooed 20 (+11 natural, -1 size)
Hp 81 (18d8)
Fort +6, Ref +6, Will +11
Defensive Abilities DR 5/bludgeoning; Immune cold, undead traits
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Speed 40 ft.
Melee 6 slams +21 (1d8+8)
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Str 27, Dex 10, Con -, Int -, Wis 10, Cha 10
Base Atk +13, CMB +22, CMD 32
Feats Improved Initiative