(Non-Raising) Necromancer for Mummy's Mask


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We're kicking off Mummy's Mask on Sunday and one of our player's (our Sorcerer) has bowed out due to other RL commitments so I'm re-skinning my Bard into a Wizard to cover more of the Arcane front.

I'm thinking of rolling a Necromancer with the Resurrected trait (she died, but she got better). The only problem is that two of the other party members are a Paladin with the Undead Scourge trait and a Cleric of Pharasma, so raising dead is out (I took Turn Undead, instead. I like keeping my head attached to the rest of my body).

Here's what I've built so far:

Unnamed Hero
Female human (Keleshite) necromancer 1
LN Medium humanoid (human)
Init +2; Senses Perception +0
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d6+3)
Fort +2, Ref +2, Will +2; +2 trait bonus against death effects.
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Offense
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Speed 30 ft.
Arcane School Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—grave touch (1 round)
Necromancer Spells Prepared (CL 1st; concentration +4)
. . 1st—grease, mage armor, ray of enfeeblement (DC 15)
. . 0 (at will)—dancing lights, open/close (DC 13), read magic
. . Opposition Schools Enchantment, Illusion
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Statistics
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Str 8, Dex 14, Con 14, Int 17, Wis 10, Cha 14
Base Atk +0; CMB -1; CMD 11
Feats Improved Channel, Scribe Scroll, Spell Focus (necromancy), Turn Undead
Traits resurrected
Skills Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (history) +7, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +7, Spellcraft +7
Languages Ancient Osiriani, Common, Ignan, Kelish, Osiriani, Sphinx
SQ arcane bond (Arcane Familiar, greensting scorpion), power over undead
Other Gear wizard starting spellbook, 90 gp
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Special Abilities
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Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Grave Touch (1 round, 6/day) (Sp) As a standard action, touch shakes living foe 1 rds (frighten 1 rd if already shaken).
Illusion You must spend 2 slots to cast spells from the Illusion school.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Turn Undead (DC 14) (Su) Receive Command Undead or Turn Undead as a bonus feat.

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Arcane Familiar CR –
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +2
Defensive Abilities improved evasion; Immune mind-affecting effects
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Offense
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Speed 30 ft.
Melee sting +5 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon Finesse
[b]Skills
Climb +7, Linguistics -1, Perception +4, Spellcraft -1, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ empathic link
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link (Su) You have an empathic link with your master.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (DC 10) (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.

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Right now I'm stumped on my second trait as well as the spells in my spellbook (It currently consists of 0-Sotto Voce, 1st-Cause Fear, Grease, Mage Armor, Magic Missile, Ray of Enfeeblement).

So, please go over it, take it apart, and put it back together again and let me know what you think.


I want to point out that even among that party you can probably still use Command Undead instead of Turn Undead. In my Mummy's Mask group, one of the players went with a Cleric of Anubis. Anubis, much like Pharasma, detests undead. So this cleric never raised an undead, but would often take control of existing undead so that the party could use them as meat shields and trap triggerers and let their destruction serve a useful purpose. I think if you pitched it that way to your paladin and Pharasmin cleric they probably wouldn't have a problem with it either, since at the end of the day the undead are going to be destroyed anyway.

Another option you might want to consider (if available to you) is the Hallowed Necromancer archetype from Horror Adventures, which specializes as a destroyer of undead.

Scarab Sages

Command undead is literally charm person/monster. If they have a problem with compulsion magic, I can see having a valid complaint. But if you're commands extend to things like be still and let me kill you, jump onto that trap, or kill your zombie buddies before I kill you then it should be fine. Don't expect though to have a zombie buddy in tow for more than a room or so.

Liberty's Edge

I'll have to keep this build in mind if I happen on a group in Montana when I move there to play this setting :3

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