My Necromancer's Hands are Idle Playthings


Advice


And I want to fix that.

Right now, I have an aasimar necromancer who is primarily spell support and uses Channel Force when not casting spells. This gives me a decent damaging ray that can shaken and pull/push those who fail the save. The problem is that I don't have anything in their hands during combat, and I'd like to fix that.

This isn't the type of guy who uses a weapon, so a weapon and a shield are out of the question. I do have a zombie skin shield, but he uses that more for backup than for defensive purposes. Just a shield is also out of the question, as that looks silly.

Anyone have ideas on what to do with the spare hands? I was thinking rods of some sort, but if anyone has any good ideas, let me know!

Thanks.

Scarab Sages

A traditional bone klar would be thematic for a necromancer. It's a shield and a weapon if you ever need it, and it's a freaking skull on your arm.


Cheapy wrote:
Anyone have ideas on what to do with the spare hands? I was thinking rods of some sort, but if anyone has any good ideas, let me know!

A metamagic rod was my first thought. Either quicken or extend would probably be the best for augmenting support spells. I'd probably keep second hand free to be able to reach for components, scrolls and emergency potion.


Rods, staves, and wands. Pick the one you like and keep it always at the ready, swap for others as needed.

On a side note, you probably don't need a light source, but many groups I've been in have at least one human/elf/half-elf/halfling/etc. who needs light in a dungeon, and often its the hands-free spellcaster with the torch/sunrod/Light who is the source of illumination, especially when the normal-vision guys don't want a light spell cast on them because they don't want to be the shining beacon/target in the dark dungeon.

One thing that is always overlooked at every game table I've played is that caster's need a free hand, holding rods (etc.) ties up one hand, you can't hold more than one, and switching them out requires multiple actions (or dropping the one currently held). In other words, I see clerics with sword and shield rush into battle, cast a buff in round one, swing is sword in round two, then use a wand for healing as only a standard action in round three, then they're swinging away again on the fourth round - how did that wand get into the cleric's hand, how did the cleric cast a spell with both hands full, etc.?

If your table doesn't care about such things, then don't worry about it, but if your GM makes you track your actions and free hands more carefully, then don't put stuff in your hands unless you are going to use that stuff or you are willing to drop that stuff.

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