Dunmuir
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Hey guys, I have an idea in mind.
Caster of necromantic tendencies riding an undead mount flinging spells onto the battlefield (crowd control mixed in with buffs on the mount, mount being the main source of damage while the caster provides support atop it).
This is early in the level range (1 - 8), and I'm curious what you guys think of this. (pt. buy 20, all paizo, no 3rd party). In all honesty, i dont even know what class would be good for this since this will be the first time ill be playing a necromancer.
Note: Necromantic tendencies being one high HD creature, and everything else being debuff, battlefield control/support, and buff spells
| avr |
You can certainly do this and be effective, if that's what you're asking. Being mounted is usually a good option for a spellcaster.
A summoner's eidolon can look undead and have some undead properties if it's the APG summoner. The option was removed from the unchained summoner for some reason. The summoner's spell list is perfect for 'debuff, battlefield control/support, and buff spells'.
That said the obvious way to do this is with a cleric. Their spells can do all of the above too. The only downsides are that it takes until level 3 to get lesser animate dead (which can't animate a large creature; you'll want to be a small race, unless you wait until level 5 for the full animate dead) and that your skeleton or zombie is unlikely to be as good a killing machine as an eidolon.
Dunmuir
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I don't mind on the lesser than an eidolon bit. After I built a summoner and carried it to 5th level a while back, the class gave me a bad taste. Too much power isn't really my thing.
So, I figure riding a mount at low levels is the focus, and ill aim for a small race. I'm thinking Gnome with the Fell Magic alternate trait.
Alignment: True Neutral (focusing on the balance of things)
Channel type: Negative
Alternate Channeling: Disease
Feats
1 - Combat Casting
3 - Uncanny Concentration (the ride might get bumpy)
5 - Versatile Channeling
7 - Reach Spell
Thoughts on the feats, and what traits might be good to pick?
Another note: I'm also not sure what to take for adding spells to my spell list. Clerics are awesome on the support aspect, but are rather lacking in the versatility beyond that. Got any solutions for that? I'm even thinking about taking the Ecclesithurge archetype or whatever it is that has the primary domain, and then lets you switch the secondary one around for more spells.
| avr |
If you're looking at debuffing then clerics have a number of fear spells and the odd other spell like mind maze. For battlefield control you might summon monsters (especially if you take the herald caller archetype) or use domain powers or domain spells. Ecclesitheurge (not compatible with herald caller) is pretty good for domain stuff but it's not the greatest if you're planning to ride into melee. Armor is useful after all. Though with the trickery domain you might be able to turn invisible then keep casting support spells I suppose.
Ecclesitheurge with the trickery domain primary, luck secondary would be possible with a gnomish deity named Nivi Rhombodazzle if you want a neutral deity. If you prefer evil look at Lao Shu Po perhaps.
A herald caller might follow Gozreh; that deity offers quite a few summoning options to them, and the air/cloud subdomain wouldn't be bad for battlefield control.
I think you want mounted combat in the first 7 levels, maybe replacing reach spell but at 5th level. And a trait to make ride a class skill like armored rider. Warded against nature might be a drawback to fit the character, if you're using those.
Dunmuir
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Actually, I'm just going to wait till 5th level for a mount. That'll give me enough time to acclimate myself to the character, and see where the story takes me.
Say...I have a thought. TN Cleric of Shelyn. Domains: Cloud and Luck. More of a humorous thought, but the idea is there.
Also, I'm thinking about going medium on the race. Gnome makes the character feel rushed, and though he won't be swinging spells like a madman, I can always up his dexterity a little to compensate for a 10 in strength. That way, it also gives me some breathing room on the feats because I won't be rushing into it.
Adjusted Feats:
1 - Combat Casting
3 - Uncanny Concentration
5 - Mounted Combat
7 - Versatile Channeler
If Human:
H - Versatile Channeler
1 - Combat Casting
3 - Uncanny Concentration
5 - Mounted Combat
7 - Reach Spell