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Ok, so I am going out of my usual areas of gameplay in an evil goblin campaign that is set to start soon for my group.
I have decided it would be neat to try out a Command Undead minions type of goblin and decided on cleric since "wordz am bad...no reed stuff!" eliminates wizards for RP reasons.
I was looking at the Undead Lord Archetype and found out that it is more or less a pain to keep spending 8 hours making an undead that is gonna die fairly quickly.
I really don't have a clue about what domains I should pick, if I should do a subdomain, feats that help, possibly multiclassing/prestige classes, etc.
Anyone have some ideas on builds? Also some ideas with the build on their role in the party would be really helpful. My GM is allowing most Paizo stuff (she is pretty cool about stuff).
I would love to start play with an undead minion if possible but it is not a requirement. I more or less wanted that for my backstory reasons but if I need to dig up some of my goblin predecessors at a later time and press them into service than so be it.
Any help would totally rock. Thanks.

Melvin the Mediocre |
Undead mininions are so powerful, you really don't need to spend a lot of feats or build considerations on creating them. Keep your charisma up for when someone tries to take control of your minions. I would recommend control undead as a feat.
I found that having one powerful bloody skeleton was best. To many things on the board really start to slow combat down, frustrating your team mates and DM. Eventually I replaced my bloody skeleton with a fast zombie dragon to use as a mount.

XMorsX |
Dont take the archetype. You could go like this, seeing that as a Goblin you will have high Dexterity.
Stats (20pb): Str 10, Dex 18, Con 12, Int 7, Wis 14, Cha 14
Domains: Travel (because it is generally useful), Inevitable (law domain)(it gives command undead spell at 3rd lvl)
1 Command Undead
2
3 Selective Channel
4
5 Point Blank Shot
6
7 Precise Shot
8
9 Deadly Aim
10
11 Quick Channel
12
13 Rapid Shot
14
15 Improved Precise Shot
16
17 Manyshot
18
19 Divine Interference
20
You need Animate Dead and Desecrate in order to raise undead from the dead that will obey you. See this guide in order to understand how the mechanics work.

XMorsX |
1. No god. If you want a god, pick Asmodeus and replace Travel with Trickery, which is an awesome domain as well.
2. As explained in the guide, Undead Master feat is a trap, or at least not as useful as it sounds.
Quoted: 'In the end, this feat basically buys you a very small amount of money: some number of 50 gp castings of Desecrate and possibly a 2nd level Pearl of Power. So, what, 5,000 gold max? If you’re looking to trade a feat for gold, just take Craft Wondrous Item and call it a day.'
3. Selective channeling so you can protect your party-mates against your offensive use of channel.
4. A Staff of Command Undead is pretty important if you don't have the spell Command Undead, but you do have it from the Inevitable domain. So no must-have items, other than enough Onyx for Animate Dead.

Melvin the Mediocre |
I will second the idea of passing on undead mastery. With a desecrate spell, the number of hit dice you can animate is staggering. About every 4 levels or so you will want to replace your minion for a new beefer dude. In my character career that just ended at level 16, I only animated 3 baddies. You may have more as you want to start at 1st level. Wait until your party takes out something with sigificant HD. My first was a cyclopse burning skeleton, my third was a bullette burning skeleton, my third and final was an ancient white dragon fast zombie which was really to powerful for the group. I made a pact with the DM to not use it to its full potential after he spent like 6 sessions trying to kill it with out taking out the whole party.
Personally, I wouldn't put a lot of feats into archery. Your spells are going to become so much more powerful than your archery, I would just rely on the undead to dish out the damage. Then use your feats to boost your spell casting. Either make yourself a bad touch cleric or a save or suck cleric. In the later case boosting your DC's to necromancy and enchantment should go a long way.

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1. No god. If you want a god, pick Asmodeus and replace Travel with Trickery, which is an awesome domain as well.
2. As explained in the guide, Undead Master feat is a trap, or at least not as useful as it sounds.
Quoted: 'In the end, this feat basically buys you a very small amount of money: some number of 50 gp castings of Desecrate and possibly a 2nd level Pearl of Power. So, what, 5,000 gold max? If you’re looking to trade a feat for gold, just take Craft Wondrous Item and call it a day.'3. Selective channeling so you can protect your party-mates against your offensive use of channel.
4. A Staff of Command Undead is pretty important if you don't have the spell Command Undead, but you do have it from the Inevitable domain. So no must-have items, other than enough Onyx for Animate Dead.
Ok. Very good info. What is your opinion of the Trickery domain:deception subdomain? I like the alternate to copy cat where I pop around mysteriously when missed and I would get mirror image the spell as my 2nd level domain spell which would be more useful in the long run than just one image a few times a day I would think.
Any traits to look at for a goblin cleric doing this that comes to mind?

XMorsX |
I prefer the Trickery domain, but Deception is also great, so choose what you like most. No need to force yourself go lawful for the domain. Command Undead is nowhere necessary, you should aim to use Animate Dead when it is possible. There is also the Staff of Command Undead that will give you the spell when you can afford it. For a CE character, go with Urgathoa and the Smoke and Tactics subdomains (assosiated with the Fire and War domains accordingly).
For traits I would probably go with reactionary and Valashmai Veteran.
If you don't want to focus so much in archery, you can go like this:
1 Command Undead
2
3 Selective Channel
4
5 Point Blank Shot
6
7 Precise Shot
8
9 Deadly Aim
10
11 Quick Channel
12
13 Sacred Summons
14
15 Divine Interference
16
17 Improved Initiative
18
19 Quicken Spell
20
I think that this feat path is probably better.

Nuclearsunburn |

1. No god. If you want a god, pick Asmodeus and replace Travel with Trickery, which is an awesome domain as well.
2. As explained in the guide, Undead Master feat is a trap, or at least not as useful as it sounds.
Quoted: 'In the end, this feat basically buys you a very small amount of money: some number of 50 gp castings of Desecrate and possibly a 2nd level Pearl of Power. So, what, 5,000 gold max? If you’re looking to trade a feat for gold, just take Craft Wondrous Item and call it a day.'3. Selective channeling so you can protect your party-mates against your offensive use of channel.
4. A Staff of Command Undead is pretty important if you don't have the spell Command Undead, but you do have it from the Inevitable domain. So no must-have items, other than enough Onyx for Animate Dead.
Following this up, Selective Channel is a good feat at low levels, but at higher levels you're probably not going to offensively channel much, and you can probably retrain it into Improved Initiative.
The staff of Command Undead is indeed important if you don't get the wonky Law (Inevitable) domain, and it's not that expensive as magic items go. And you're not going to have many other "must-have" items, just make sure you have good armor because you're going to get focused at some point..and if you die, your minions run amok.
The feat build xmorsx posted is solid. Archery makes a very good secondary focus for a necromancer cleric.

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XMorsX wrote:1. No god. If you want a god, pick Asmodeus and replace Travel with Trickery, which is an awesome domain as well.
2. As explained in the guide, Undead Master feat is a trap, or at least not as useful as it sounds.
Quoted: 'In the end, this feat basically buys you a very small amount of money: some number of 50 gp castings of Desecrate and possibly a 2nd level Pearl of Power. So, what, 5,000 gold max? If you’re looking to trade a feat for gold, just take Craft Wondrous Item and call it a day.'3. Selective channeling so you can protect your party-mates against your offensive use of channel.
4. A Staff of Command Undead is pretty important if you don't have the spell Command Undead, but you do have it from the Inevitable domain. So no must-have items, other than enough Onyx for Animate Dead.
Following this up, Selective Channel is a good feat at low levels, but at higher levels you're probably not going to offensively channel much, and you can probably retrain it into Improved Initiative.
The staff of Command Undead is indeed important if you don't get the wonky Law (Inevitable) domain, and it's not that expensive as magic items go. And you're not going to have many other "must-have" items, just make sure you have good armor because you're going to get focused at some point..and if you die, your minions run amok.
The feat build xmorsx posted is solid. Archery makes a very good secondary focus for a necromancer cleric.
I can't find the staff of command undead anywhere....can someone link it for me? I searched the PRD.

threemilechild |

A few comments from the DM:
Fake Healer wasn't talking about the Undead Master feat, he was talking about Undead Lord the archetype, which among other things gives you a free Corpse Companion minion (hit die up to your level) for the price of an 8 hour ritual. It is not my intention to stiff the party on time, but I have given the players plenty of warning that they may occasionally have to work getting materials due to their being crazy evil goblins nobody in their right mind will deal with.
It should be noted that Fake Healer will probably not be playing the PC into higher levels, so builds that peak earlier are probably better.

Nuclearsunburn |

A few comments from the DM:
Fake Healer wasn't talking about the Undead Master feat, he was talking about Undead Lord the archetype, which among other things gives you a free Corpse Companion minion (hit die up to your level) for the price of an 8 hour ritual. It is not my intention to stiff the party on time, but I have given the players plenty of warning that they may occasionally have to work getting materials due to their being crazy evil goblins nobody in their right mind will deal with.
It should be noted that Fake Healer will probably not be playing the PC into higher levels, so builds that peak earlier are probably better.
Goblins do have a tendency to get squished by adventurers, it's true. And my thoughts on the Undead Lord archetype are the same as ever, you simply give up too much to get a weak companion and a free feat. Necromancer types really get going at about level 5-7, when they can start creating their own skeletons and zombies without any assistance from the GM throwing them in their way. Basically when they can cast Animate Dead is when they start to really shine. I think the build XMorsX posted would be just fine, in any case, the character will be useful as a ranged combatant before level 5 and will continue to be so even later.
So getting the Onyx for Animate Dead and the silver dust for Desecrate could be an issue, but I think it can be worked around. Charm Person can make anyone like you long enough to go to the store and buy you some stuff and bring it back to your band skulking in the shadows. Theft is an option, and if threemilechild allows , Profession (miner) could be useful in searching for silver and onyx.

Melvin the Mediocre |
Here's my take on feats. I didn't go all the way to 20 as I have never played a character that far. Again, my point is that spells are better than weapons. To take advantage of a high dex at low levels, I'd use a sling or crossbow. I like the idea of a goblin slinger better, but that's just preference. Also working in leadership would be a great idea for a better undead minion, I mean cohort. You'll have to decide what level based on how the character is fairing in the game.
1 Command undead
3 spell focus: necromancy
5 toughness
7 spell penetration
9 spell focus: enchantment
11 greater spell penetration
13 improved spell focus: necromancy
15 improved spell focus: enchantment
Alternate:
1 Command undead
3 toughness
5 spell penetration
7 leadership
9 spell focus: necromance
11 greater spell penetration
13 spell focus: enchantment
15 improved spell focus: necromancy
17 improved spell focus: enchantment