What is your favorite Necromancer class?


Advice


So, I'm considering making a necromancer for our evil pathfinder campaign but I'm not sure what class to go for.. Basicaly, I want undead minions, Preferably ones that arent on a time limit. Or maybe one strong and a bunch weaker, Or something. Necromancer minion master! Sorry.. I just want undead minions. What class should I pick?


I personally like the undead master/undead sub-school wizard for a minion summoner necromancer. Depending on how nice your GM is you could have up to two skeletons at level one with the right build. Plus a mildly larger than normal pool of undead isn't that bad if you really want to go with the undead minions kind of theme.


Too lazy to type them out again. Here's a link to two minion-focused necromancer builds I like (witch and wizard).

Link


I'm personally a big fan of the oracle of bones. Your high Charisma means you can control a large HD of undead, your abilities are all very necromantic, and you can provide plenty of healing to your minions.


Necromancer Wizard.

Magic Jar, reanimate, push deeper. Command Undead spell and feat for every undead you come across.

Not the best minion-mancer but has powerful options.

Fan of Gluttony Thassalionian specialist too. But if you do not like losing abjuration I can understand. I only missed dispel magic. Other than that I didn't feel too hindered since I tend to always oppose enchantment


My thoughts on which classes make the best necromancer, by level

level 1-2: You're out of luck, nothing makes a decent necromancer at these levels. Not even archetypes that specialize in it.

level 3-4: Wizard; you can't create 'em yet, but you can capture them with the Command Undead spell (not to be mistaken for the much less appealing feat). It's like pokemon, except with unholy abominations

level 5-6: Cleric, because Animate Dead + Desecrate lets you create pretty much whatever you want and make them really strong.

level 7-13: Wizard, because it has Animate Dead and Command Undead. All you're missing is Desecrate, but the other Wizard goodies make up for it.

level 14+: Mystic Theurge, because it gets everything, has two separate caster levels for double the minion count, and is over its "valley of suck" by this point in its career.

Sorcerers and Oracles are also pretty good options. Not as good as Wizards and Clerics, but if you're willing to be little bit behind the curve they work just fine. One of the most interesting things about necromancy minion master builds is that you really don't need any specific class features to pull it off, freeing you to pick an arcane school or cleric domains that synergize with your undead army. Nothing wrong with being a Necromancer if you like what it offers, but a Transmuter or Diviner makes just as good of a minion-master.


Wordcaster Juju Oracle?
Easy access to cheap minions.
Not much else to recommend it I guess.


RoseCrown wrote:
Wordcaster Juju Oracle?

The original printing Juju Oracle is a superb choice for a minion master if your GM allows it.

The Experimental Wordcaster feat is better than being a standard Wordcaster, so you're always better dabbling in the Words of Power subsystem by expending feats than dedicating to it entirely. As well, the Undeath word of power does not specify whether you can create variant Zombies or Skeletons, and it's up to table variation as to whether your GM allows it. If they don't, that's a pretty crippling limitation that severely limits the word's usefulness.

Still, both of these things are definitely worth mention.


Silksworn Occultist. Has most all of your necromancy spells you love, can make temporary(10 min/level means they are very well pre fight material) undead from level 1, bonus undead controlled, and your a spontaneous caster with tons of spells known


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Some possible choices for a an undead minion necromancer:

Alchemist (preservationist, reanimator) - gains lesser animate dead at 7th level, can take the Alchemical Zombie discovery at 8th level, gains create undead at 13th level, and gains create greater undead at 15th level; if human, can take Planar Preservationist and Spell Focus (Necromancy) at 1st and then Skeleton Summoner at 3rd to "summon" skeletons using extract slots.

Bard (magician) can use the Expanded Repertoire feature to select Necromancy spells at 2nd, 6th (probably command undead), 10th (animate dead), 14th, and 18th (create undead) levels to add to their spells known. Gains undead creation late, so not very good at it, but has a lot of other options.

Cleric (undead lord) gains a Corpse Companion (not great, but it doesn't cost any money for special materials) as well as fast access to undead creation spells and qualifies for the Command Undead feat.

Magus can use the Spell Blending arcana to select Necromancy spells (including command undead and undead creation spells).

Occultist (necrocultist) can add additional Necromancy spells from the sorcerer/wizard spell list to their spell list/spells known with each class level gained, plus can take the Necromantic Servant implement power to gain temporary undead without using spell slots.

Spiritualist (necrologist) gains an undead phantom, has undead creation spells on their spell list, can channel energy (qualifying for Command Undead) as a cleric at level -3.

Witch (gravewalker, hex channeler) gains the undead creation spells, Bonethrall, Possess Undead, and can channel negative energy (note that using channel energy to Command Undead works off of level, not the number of dice, so the witch doesn't have to invest hex choices in improving channel dice to be an effective commander of undead).

Wizard (undead master) gains Corpse Bond (which is the same as the Corpse Companion ability of the undead lord cleric) and undead creation spells earlier than normal for wizards.

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