| Sarvis the Buck |
Building my first Necromancer. A Chaotic Evil eternal optimist named Wallace Blackwood. He's a human, and his life's goal is to teach convince people to Legalize Necromancy (Raising the dead is explicitly illegal in most civilized societies in the GM's World). As such, he worships a homebrew God of Forbidden Knowledge and Secrets.
After doing some research, and figuring that the Undead Lord Archetype wasn't worth taking, I decided to return to pure Cleric. But that requires two domains, and I'm not entirely certain which one (Besides Death, which he obviously has) would benefit him the most.
| Sarvis the Buck |
Erm, just saying. Legalizing necromancy would be more of a Lawful Evil or even Neutral Evil thing. Chaotic Evil would flat out not care.
The Chaotic bit is more determined by his actions, rather than his goals. Besides, He doesn't necessarily want to abide by ALL laws. He just wants to parade his undead horde through town without being hassled by the guards, and doesn't everyone?
Besides, it's also about making the knowledge available. He fears that if it's not taught, the art of Necromancy might die out, And preservation of knowledge is a key tenant of his God.
| Dark Midian |
Dark Midian wrote:Erm, just saying. Legalizing necromancy would be more of a Lawful Evil or even Neutral Evil thing. Chaotic Evil would flat out not care.The Chaotic bit is more determined by his actions, rather than his goals. Besides, He doesn't necessarily want to abide by ALL laws. He just wants to parade his undead horde through town without being hassled by the guards, and doesn't everyone?
Besides, it's also about making the knowledge available. He fears that if it's not taught, the art of Necromancy might die out, And preservation of knowledge is a key tenant of his God.
...That's basically Neutral Evil then.
| Sarvis the Buck |
Sarvis the Buck wrote:...That's basically Neutral Evil then.Dark Midian wrote:Erm, just saying. Legalizing necromancy would be more of a Lawful Evil or even Neutral Evil thing. Chaotic Evil would flat out not care.The Chaotic bit is more determined by his actions, rather than his goals. Besides, He doesn't necessarily want to abide by ALL laws. He just wants to parade his undead horde through town without being hassled by the guards, and doesn't everyone?
Besides, it's also about making the knowledge available. He fears that if it's not taught, the art of Necromancy might die out, And preservation of knowledge is a key tenant of his God.
Sort of. His goals are Neutral evil. His Actions are more like Chaotic Good. He's actually done things like rescuing children from the woods, and even helped with the construction of a nearby village using his undead minions.
I'm also on the lookout for spells that might benefit him. Specifically some nasty debuffing spells for him to prep on a regular basis.
| Havzak |
Not a separate domain, but if you have not already, check out the Undead sub domain from APG.
Undead Subdomain
Associated Domain: Death.
Replacement Power: The following granted power replaces the bleeding touch power of the Death domain.
Death's Kiss (Su): You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 2nd—ghoul touch, 4th—enervation, 9th—energy drain.
| Sarvis the Buck |
Not a separate domain, but if you have not already, check out the Undead sub domain from APG.
Undead Subdomain
Associated Domain: Death.
Replacement Power: The following granted power replaces the bleeding touch power of the Death domain.
Death's Kiss (Su): You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 2nd—ghoul touch, 4th—enervation, 9th—energy drain.
That's the subdomain I picked, actually. It was a requirement for the Undead Lord Archetype, which I dropped, since it didn't seem worth giving up a second Domain for.
| Louise Bishop |
Milajas wrote:That's the subdomain I picked, actually. It was a requirement for the Undead Lord Archetype, which I dropped, since it didn't seem worth giving up a second Domain for.Not a separate domain, but if you have not already, check out the Undead sub domain from APG.
Undead Subdomain
Associated Domain: Death.
Replacement Power: The following granted power replaces the bleeding touch power of the Death domain.
Death's Kiss (Su): You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 2nd—ghoul touch, 4th—enervation, 9th—energy drain.
The Archetype is not too terrible. The loss of a domain is not bad trade off. The Evangelist Cleric does it and does not suffer from the loss. Most the time the spells are all that matters as the powers usually are not the best of use for the Standard action.
| Sarvis the Buck |
Sarvis the Buck wrote:The Archetype is not too terrible. The loss of a domain is not bad trade off. The Evangelist Cleric does it and does not suffer from the loss. Most the time the spells are all that matters as the powers usually are not the best of use for the Standard action.Milajas wrote:That's the subdomain I picked, actually. It was a requirement for the Undead Lord Archetype, which I dropped, since it didn't seem worth giving up a second Domain for.Not a separate domain, but if you have not already, check out the Undead sub domain from APG.
Undead Subdomain
Associated Domain: Death.
Replacement Power: The following granted power replaces the bleeding touch power of the Death domain.
Death's Kiss (Su): You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 2nd—ghoul touch, 4th—enervation, 9th—energy drain.
True, but the Undead Lord Archetype basically trades the Domain for a few feats (Most Clerics aren't exactly starving for free feats), and a ritual to raise undead. Unfortunately, the party is semi-good. Convincing them to let me raise any dead will be tough, let alone convincing them to wait around 8 hours for me to do so. In the words of a wise woman "Ain't nobody got time fo' that."
Death and protection are a good combination spell focus necromancy and skeletonal summoner are also useful for summoning skeletons as needed also allows you at higher levels to summon some terrifying power with skeleton Dino's
DEFINITELY have both of those feats. Also the resilient caster trait, making my necromancy and summons just a bit harder to dispel.
| Louise Bishop |
Louise Bishop wrote:True, but the Undead Lord Archetype basically trades the Domain for a few feats (Most Clerics aren't exactly starving for free feats), and a ritual to raise undead. Unfortunately, the party is semi-good. Convincing them to let me raise any dead will be tough, let alone convincing them to wait around 8 hours for meSarvis the Buck wrote:The Archetype is not too terrible. The loss of a domain is not bad trade off. The Evangelist Cleric does it and does not suffer from the loss. Most the time the spells are all that matters as the powers usually are not the best of use for the Standard action.Milajas wrote:That's the subdomain I picked, actually. It was a requirement for the Undead Lord Archetype, which I dropped, since it didn't seem worth giving up a second Domain for.Not a separate domain, but if you have not already, check out the Undead sub domain from APG.
Undead Subdomain
Associated Domain: Death.
Replacement Power: The following granted power replaces the bleeding touch power of the Death domain.
Death's Kiss (Su): You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 2nd—ghoul touch, 4th—enervation, 9th—energy drain.
First you will want the feats the Archetype gives. Command Undead free at level 1. At level 10 you can grab up ANy of these Feats (Which should be in the build anyways): Improved Channel, Quick Channel, Skeleton Summoner, Undead Master. All of them directly improve the exact thing you are going for.
Command undead can help you snag up Undead you come across naturally, thus Providing Control and Mitigation, as well as giving you fodder.
The Corspe companion is gravy and sticks around after your ritual. So you do not Ask the group to wait...thats stupid and a waste of time. You do the ritual on group downtime and can start with your companion already summoned. I have played with someone who put disguise on the Skeleton and made him look like a hooded figure who was a deaf/mute. (his reason for it not talking)
As for IF a class is feat starved or not...the more Feats the better. ALWAYS. So that argument is very very weak every time I hear it. You can NEVER have enough feats.
I will reiterate. After YEARS of playing DnD and Pathfinder (since launch of the game.) I have not only played Clerics they are one of my top 4 classes that I play on a regular. Losing 1 domain for more relevant abilities is just not a big deal. Only a handful of Domain powers are truly worth the standard action. You will hardly notice the loss of the domain in actual play. Because most your standard actions will be Cast something.