Sci-fi NECROWIZARD!! Help and advice please!


Advice


We are starting a sci-fi/fantasy campaign that sees us, the 3 pc's, as an elite interstellar peace keeping force. Pathfinder standard rules, only with some custom gun options and using the technology guide (at 10% of listed prices there.)
I had this idea to play a necromancer. Decided to go wizard, and ran with the idea that this PC was the son of a powerful politician in the government. After raiders attacked the ship he was traveling on, his escape pod brought him to a dangerous planet, where he was taken in by a race of creatures that not only saw death as a process rather than an end, but could control this process. He is raised by this race of creatures, and taught their ways. Unfortunately, when the search party arrives on the planet years later, a misunderstanding occurs which leads to war, and after retrieving the young PC the race is wiped out. This causes the young PC to hate both his father and the republic, and not too long after that he escapes to become a terrorist.
Campaign starts several years after that. The galactic republic has encountered several new, intelligent societies bent on violence, and needs a strong behind the scenes presence. So they put together a small team to take action against threats both internal and external. They offer the PC complete pardons from all prior crimes in exchange for his support; to which he agrees. That's the fluff, now for the crunch.
Lvl 4 human Shadow-caster Wizard
Necromancy school (Divination/Evocation)
HP: 21
STR 10
DEX 14
CON 12
INT 18
WIS 12
CHA 7
TRAITS Inspired, Bruising Intellect, Highlander (stealth,)
DRAWBACK power hungry.
FEATS scribe scroll, Command Undead, Light armor Proficiency, Orator, Improved Initiative.

Taking mostly fear or illusion spells, with some defensive spells.
Thoughts on the background, the numbers, or what? And how should/can I grow this PC into being a full-fledged Necromancer? Thank you!!


Well, seeing that this is a sci-fantasy setting, it'd probably be fitting for you to invest in some kind of firearm training. You'll also want a way to reliably be able to create the proper light conditions to use your shadow abilities. But if you want to go full-on sci-fi necrolord, there's two major options; with undead minions or without. That choice, in a way, comes down to two major considerations. 1) how does your group feel about minions, and 2) how does your character feel about undead slaves? Regarding the first point, I've seen groups that feel minions slow the game down too much and, while not outright banned, they tacitly agree not to focus on minion-heavy builds (ie. swarm summoners, undead horde lords, leadership-centric, etc). If they're fine with minions, then the more the merrier as they are, literally, a meat shield between you and the things trying to hurt you. If they prefer fewer minions, then focus on making yourself some kind of "champion" undead or just go with a controller necro and let your group capitalize on it all rather than your minion(s).

Save-or-Suck spells will be good. If you don't go for a gun, pick up Acid Splash for an always-available ranged attack (the other one, Ray of Frost, is evocation which is an opposed school for you).

I see that you have the Orator feat, but it lists Skill Focus(Linguistics) as a prereq which you don't seem to have. Is this a houserule or an oversight? If an oversight, I'd suggest dropping light armor proficiency and take the Human alternate trait that trades their free feat at 1st level for Skill Focus three times (1st, 8th, and 16th lvl). You can wear a silken ceremonial armor (or haramaki). They have 0 ACP so, whether or not you are proficient in light armor, they carry no penalty anyway, and they have 0% ASF (light proficiency doesn't remove ASF unless your class grants it and it explicitly says so (ie. Bard) and, even then, only for that class's spells).

Cause Fear is pretty standard for a fear-based controler. I'd also go for Color Spray to handle trash and Blindness/Deafness is a decent save-or-suck for its level, nice for crippling a single attacker.


You know that backstory is suspiciously similar to parts of guardians of the galaxy. Former Criminals? Adopted by another race?


On the firearms bit, the GM has declared that most firearms are simple weapons, so that's not a problem. Good point in orator, that prereq isn't showing up on the app I am using. The light armor proficiency is something i would like to keep, as he is using it in tandem with this;
Chameleon Suit

Price 15,000 gp; Type light; Weight 5 lbs.;Max Dex +6; Penalty 0; Spell Failure 9%;Speed (30 ft.) 30 ft.; Speed (20 ft.) 20 ft.;Capacity 50; Usage 1 charge per minute

DESCRIPTION

This suit of light woven-fiber armor covers the wearer from ankle to wrist and includes a hooded cowl. Its surface consists of millions of tiny, scale-like lenses and LED screens. When powered on, a chameleon suit analyzes its environment and generates digital camouflage. The wearer gains a +10 competence bonus on Stealth checks and can hide in plain sight(as a ranger in his favored terrain).

This allows my character to move around the battlefield and plant explosives, sabotage formations, escape, etc. Eventually i just planned on getting a mithral one.

As far as Undead go, I hadn't really decided yet as far as how i wanted to run them, but my group is fairly experienced and down for whatever. What are the pros and cons of horde - elite?
And i have not seen guardians of the galaxy (Everyone says i need to though.)


Well if you have a nifty camouflage suit and a gun, why are you playing a full caster and not some kind of rogue type character? You could do a alchemist and there is an archtype somewhere that lets alchemists create undead.


The check penalty for the Chameleon Suit is already 0. Light Proficiency only serves a purpose if the ACP is >0. So you can still drop proficiency and wear the suit without issue.

Regarding having an undead horde, the first consideration is logistics. How good are you at tracking stats for several "sub-characters"? If you don't feel confident with handling a large horde, you'll drastically slow down the game. I'd say stick to a single, strong champion, maybe with a handful of extras for when you need them. And you probably have beefier characters in your group so it's not like it's "all up to you" to be a damage dealer or a tank. Your undead champion will simply defend you while you do your controller thing. Give him a reach weapon to keep enemies at bay while you toss out your spells and maybe some shots with your blaster (such an uncivilized weapon).

Will your GM allow a mithral Chameleon suit? It doesn't seem to be made of metal.


I think you should consider going into the Technomancer PrC


Entryhazard wrote:
I think you should consider going into the Technomancer PrC

Honestly, why?

It doesn't contribute to my necromancy skills, nor does it provide any real benefits that i can understand. It is designed to use all the rules from the Technology guide, and seems like more of an afterthought than anything.

Those are a lot of good points Kazaan. I will have to consider exactly what i want to do with my undead....

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