Necromancer build

Post/Author/DateTimePost
#1

gujiaxian

Jun 11, 2010 6:43:13
I'm looking to build a solid necromancer, preferably one that is constantly followed around by a large troupe of undead (not just undead that are summoned for a few rounds for a battle). I'm looking for maximizing the number of HD of undead I can control, powering up those undead as much as possible, etc. I'd still want to be an effective spellcaster, but that's secondary to having a small, permenant undead army following me around.

Possible options that I've investigated are the (revised) True Necromancer PrC, the Undead Leadership feat, the Skeletal Minion and/or Enhanced Undead variant class options from Unearthed Arcana, the cleric Deathbound domain, and the like. A Rod of Undead Mastery seems like an obvious purchase, regardless of the exact character build.

Character details: character would start at 9th level, I'd be rolling for stats (not a point-buy system), and while the party is technically good-aligned (more like chaotic insane in actual play), I could definitely get away with a neutral character, possibly even an evil character.

A note on allowed sources: Heroes of Horror is not allowed (so no Dread Necromancer). LM, CA, CM, and the like are all fair game.

So, what's your recommendation?
#2

gujiaxian

Jun 11, 2010 9:37:43
Also, exactly how many HD of undead can a character command/control? Exactly what is the difference between commanding undead (this is the cleric ability, right?) and controlling undead?
#3

sea_cucumber

Jun 14, 2010 13:50:18

I'm just jumping into a necro campaign myself at the moment, so here's my understanding on the difference between controlling and commanding undead. If I mess anything up, I invite corrections.

Controlling undead occurs through the spell animate dead or through the spell Control Undead, and is normally capped at 4HD/CL controlled. this can be modified with items.

Commanding undead comes only with the turn/rebuke class ability, and is measured separately from your CL - rather, it equals your levels in cleric (plus any levels in another class that advances turn/rebuke undead, stacking with cleric levels)

Commanding undead is pretty much impossible mechanically at early levels. At high levels, undead you're facing are almost always intelligent, with turn resistance, and so many HD that you'll never have an effective cleric level for the purposes of rebuking that is twice their combined HD and turn resistance.

That said, clerics do make much better necromancers than wizards. I'd recommend straight cleric if you can't do True Necromancer.

If you do go cleric, here are some particularly handy items - good for a divine metamagic+persistent spell cleric too!

* circlet of Persuasion (core) (+3 to cha-based checks means +3 turning checks)


* Reliquary Holy Symbol  MIC 120   1,000gp          (+3 turn attempts/day)      
* Nightstick     (LM 78)          7,500       (+4 additional uses of turn/rebuke per day)


* Phylactery of Undead Turning (core) 11,000    (treat cleric rebuke level as 4 levels higher)
* Scepter of the Netherworld (MIC 183)   9,000 (treat cleric rebuke level as 3 levels higher)
* Talisman of Undead Mastery (3charges, treat cleric rebuke level, 1=+2, 2=+3, 3=+4) MIC 188  3,000


* Rod of Undead Mastery  10,000  MIC 176   (2xHD limit of undead controlled via anything other than "rebuke+control undead")

#4

trickydevl666

Jun 14, 2010 18:24:15
Also take a look at the Revised Necromancer Handbook for a lot of useful advice on playing necromancers.