Corpsecrafter Feats

Kyros Pyralis

First Post
I'm considering various necromantic-type classes and I'm not sure which feats are the most useful. How useful is the corpsecrafter chain?

And, I'm not sure if I'm reading this correctly, but does corpsecrafter add the +4 strength for each hit die? I ask because I don't really want a large army of minor undead where a single instance of +4 str would be big, I want to raise a few larger undead that are easier to keep track of. So a large bonus to the single skeleton I make would be ideal, rather than a scenario that gives me ten kobold zombies with +4 str.

To be honest, +4 str becomes useless at even low-mid levels. I usually can get a troll skeleton by level 5 and the str bonus would add less than +25% damage (normal 1d6+6 -> 1d6+8).
 
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And, I'm not sure if I'm reading this correctly, but does corpsecrafter add the +4 strength for each hit die? I ask because I don't really want a large army of minor undead where a single instance of +4 str would be big,
Each undead creature you create gains +2 hit points per hit die and a flat +4 Str .

I want to raise a few larger undead that are easier to keep track of. So a large bonus to the single skeleton I make would be ideal, rather than a scenario that gives me ten kobold zombies with +4 str.
Summoners/necromancers generally operate by surrounding enemies with lots of weak undead, which is the strategy corpsecrafter feats are designed for. If you have 10 kobold zombies, they'll roll high every now and then, and the +4 Str will make that a bit more meaningful. There are some ways of getting an "undead companion" and such that you might want to look in to as being one powerful minion. If you don't want a horde, I wouldn't go for corpsecrafter feats as my first choice.
 
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And people think that punctuation isn't important... It's intended to be a one-off +4 to strength rather than +4 per hit die, I'm sure.

Besides, you're not doing the math properly; or at least not following it through. You have to take into account the fact that every plus is not only adding to the damage dealt but also the percentage chance of something actually hitting. I must also say: since when was a 20%+ damage increase not significant? It all adds up, particularly when you're creating a lot of undead.

Furthermore, if you're creating undead that can use Power Attack, they can burn those extra plusses to hit for even more damage against low-AC opponents. A +4 enhancement bonus to Strength on every undead you create isn't knock-your-socks-off great but it's also not to be sneezed at, depending on your build and what your main schtick is intended to be.

As for whether the Corpsecrafter tree is worth it, well, that depends... Check out the Revised Necromancer Handbook and make up your own mind :) For what it's worth, I'd probably pick up that feat chain if I were making a Cleric necromancer but not otherwise. There are plenty of other things you could be doing with your time. Last time I played a necromancer, I went with the Uttercold Assault Necromancer and just enjoyed the hell out of it :)
 
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I assumed as much for corpsecrafter, I guess it just paled in comparison to other single-companion abilities.

I think what I am trying to go for is the undead equivalent of an animal companion. Is there some version of that? Or perhaps a necromantic druid?

I also vaguely remeber a feat that lets you make a burst of negative energy that also his you, and works with tomb-tainted soul.
 
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I suspect you're thinking of the Negative Energy Burst 3rd-level ability of the Dread Necromancer. It will heal both you (assuming Tomb-Tainted Soul) and your undead allies, and damage living creatures to boot.

You might also have been remembering the Profane Vigor feat which burns a rebuke attempt in exchange for necromantic first aid, but it only heals one undead.
 


As far as the an undead companion type ability, Unearthed Arcana had an option for the Necromancer to replace the familiar with a skeletal minion, if I recall.
 

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