
Purple Spy |
Due to a series of unfortunate events (deaths the previous day and deciding to continue adventuring while our frontline players were out of town IRL) we suffered a near TPK at the hands of Mokmurian.
So we have the opportunity to bring in new 11th level characters. Most things go for character creation, any weird or obscure 3rd party stuff would probably end up ruled out though.
So I'm looking to bring in an Arcane class (Sorc/Wiz) necromancer. I'm building him for the big debuffs and save-or-die stuff rather than minion spam.
I want to make sure I haven't missed anything, so I'd like some help as far as maximizing necromancy spell save DCs. Taking a look through it seems to be mostly fort saves, and the campaign we're in is full of giants and other high fort mobs.
Can anyone recommend good archetypes/bloodlines/races/feats/etc for boosting DCs? I'd prefer to play sorc over wizard but if wizards are just flat out superior as necromancers i don't have a problem.
Also, I want to focus on Suffocation as the characters sort of "signature move". That means upon 15th level I'll be selecting it for spell perfection. Any recommendations on which metamagic feats to use with it/any other ways of boosting the effectiveness of that particular spell?

7heprofessor |
Persistent Spell is my preferred means of increasing the likelihood of spells working.
Definitely look into Magical Lineage for Suffocation and possibly Spell Specialization.
Greater Eldritch Heritage: Arcane will boost your Necromancy DCs as well as the standard Spell Focus feats.
Other than that, you don't actually have to be a specialist Necromancer if you don't want to. The school powers are meh, unless you're trying to Channel Energy.
Might consider Tin Foil's Witch suggestion.
Either way...just my 2 cp

Treantmonk |
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I agree with TFY that a Witch would be a great choice if you want to focus on save or die (or save or turn to frog) spells. Evil Eye and Misfortune take even great saves and turn them to mush. Pick up a Persistent metamagic rod so you can say the eternally fun phrase: "Make a Fort saving throw at -4 but roll twice and take the worse result, if you make the save, then do it again."
If you want to go wizard or sorcerer, your best bet would be to go with "no save" debuffs like Enervation. Giants have great Fort saving throws, so unless you have tricks to foul that up like the Witch, it makes things difficult.

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I agree with the suggestions in here so far.
Witch can be very nasty, especially with the Persistent Spell trick that Treantmonk recommends. Having played through RotRL, I endorse this strategy.
Jehova's The Vacuum Wizard from the "Beastmass" thread should give you some ideas. It's a nasy, nasty strategy.
If you decide on a Necromancer Wizard, don't miss the Necromancer's Athame.

Purple Spy |
Wait, if you're going to be a necromancer... why aren't you looking at animate dead more? Giants, especially the more impressive ones will make incredible skeletal minions.
I looked into that. The mystic theurge combo that could get something like 200ish HD worth of minions around this level seemed interesting. But the character concept i want to play with is kind of the negative energy (don't really want to say "evil") spellcaster who sucks the life from his enemies. I think i'm pretty much ruling the witch out simply because it doesn't really mesh well enough RP wise with my concept.
I think it's going to end up being wizard. Seems to be the best route. I just hate having to pre-set metamagics at the beginning of the day. Choosing them on the fly was the best thing about the sorcerer :(
Also thank you Tomos for that item. It's things like that I'd never find without you guys :)

Decimus Drake |

Definitely consider the Witch if debuff/save or die is what your after (evil eye and slumber hexes are useful for this). I'm playing a Witch currently (after my Wizard was dragged off by demonicly possessed were-squirrels and became a sub-boss in desecrated temple we're exploring)and his combination of hexes and arcane casting (with a spell list that also includes traditionally divine only spells such as cure and reincarnate)makes him both versatile and enjoyable to play.
The Witch with the Gravewalker archetype could fulfil your necromantic inclinations. Though they're a bit on the miniony side they can deliver touch spells (e.g. bestow curse) as ranged touch attack to targets within their aura of desecration (you have to stab a poppet with a pin to do so). Otherwise you could select the death patron spells.