| Classy Coward |
I was hoping to play a dhampir sorcerer with the undead (Wildblooded sanguine) bloodline. The main issue is that I am having trouble choosing which spells and/or feats I should take for this character. Given the nature of the sanguine arcana should I focus on trying to learn necromancy spells? If so, one problem is that people in this world apparently do not approve of animating the dead as a result I do not think I can make a fully fledged necromancer.
The campaign I am going to play in has a barbarian, paladin, bard, an and a arcane trickster (rogue/wizard I think) if that helps.
asdffghjkl01
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I personally recommend aiming for the Bloatmage PrC and focusing on the DCs of your necromancy spells that don't animate dead creatures. You've got the typical Chill Touch spell, Ray of Enfeeblement/Exhaustion/Sickening, Blindness/Deafness, "Fear" spells, Command Undead for when your fighting undead creatures, Ghoul Touch, and a couple others. With your DCs getting boosted, the character shouldn't have too much trouble really locking enemies down with control spells like these.
| Classy Coward |
I should have mentioned this in the original post (This is why you do not post past 12am) is that I am only allowed to use material from:
-Corebook
-Advanced players guide
-Advanced race guide
-Ultimate magic
-Ultimate combat
-Advanced class guide
So stuff from the pathfinder chronicles is out. Will these spells still be effective even without the bloatmage abilities?
| Omnius |
Necromancy's more useful spells aren't the ones that animate the dead.
Minion necromancy tends to be more accounting than it's worth, and a logistical nightmare to move around. The best you can really hope for is to raise something beefy early in a dungeon, then it either dies soaking damage later in the dungeon or you put it down before you leave.
That said, Sorcerers are probably the worst minion-based necromancers.
A lot of the more useful necromancy spells are disabling and debuffing effects, like the ones Zero listed.
Also, never limit yourself. Sorcerers need a well-rounded base of spells to choose from. You can make necromancy your main go-to, but if you keep piling them on, they don't make you better at necromancy. They just become a bunch of redundant options, and you won't really use most of them.
So include things like Silent Image, Grease, and Fly. Spells that are generally useful in a broad array of situations.
Generally, you want at least one effect that can disable an opponent by targeting every save, plus assorted utility and mobility spells.
If you can spare a spell known, Summon Monster is always good past, like, level 3 so you actually have a duration to work with.
asdffghjkl01
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The Bloatmage recommendation was mostly for flavor and to stack that DC increase from the Bloatmage Initiate feat, Spell Focus (Necro), and your bloodline ability.
Either way you'll probably still be highly effective and having a little more variety of spells is generally good like Omnius said, although as a sorcerer, variety isn't usually your strength compared to a wizard-like caster.