Feat recommendations (necromancer)*feats done now possesions?*

Lasher Dragon said:
Darkness - do you have the prereqs handy? I have a Pale Master that would just die (hehehe) to get his hands on some cleric Death domain spells.....
Knowledge (religion) 4 ranks, Spellcraft 4 ranks, ability to cast arcane spells, alignment must match that of the deity who has the domain.

The save DCs and maximum spell level you can cast are based on Wis for these spells, BTW. You also can only cast one such spell per spell level per day.
You also don't automatically get the spells; they're just added to your class list, enabling you to learn them the normal way.

If you pick this feat more than once, you must choose another domain of the same deity; you can't choose a different deity.
 
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My first suggestion would be:

Don't specialize, it's just not worth it. You can be a far better necromancer by just focussing on necromancy than by giving up other schools of magic. Unseen servant and obscuring mist are just cool for a necromancer to have. Mage armour, grease, glitterdust. All are just too good to give up. Same goes for some enchantments (crushing despair?). And you exchange that for 1 more necromancy spell a day, and HALF your selected spells HAVE to be necromancy. Ouch.
 


Specialize in Divination, and only give up Enchantment.

Feats: Spell Focus (Necromancy), G. Spell Focus (Necromancy), Heighten Spell.

There is a useful divination spell for every level that any wizard should always have, so you will free up the universal slot you would have put that divination spell in, and instead put in another Necro spell. Works out to the same +1 spell per day.

Secondly, many Necromancy spells are Will/Fort negates. This means you want to push that saving throw as high as possible. Both Spell focuses and Heighten spell will allow you to do that.

Happy Creepy-Dead-Loving Gaming!
 

Felix said:
Specialize in Divination, and only give up Enchantment.

Feats: Spell Focus (Necromancy), G. Spell Focus (Necromancy), Heighten Spell.

There is a useful divination spell for every level that any wizard should always have, so you will free up the universal slot you would have put that divination spell in, and instead put in another Necro spell. Works out to the same +1 spell per day.



Happy Creepy-Dead-Loving Gaming!

Can't cast universal spells at all?

Secondly, many Necromancy spells are Will/Fort negates. This means you want to push that saving throw as high as possible. Both Spell focuses and Heighten spell will allow you to do that.

True, good idea.
 

Can't cast universal spells at all?
By "universal slots" I mean the normal spellslots that the specialist can use to prepare any spell not from their banned schools. Of course you can cast Universal spells. :)
 

Felix said:
By "universal slots" I mean the normal spellslots that the specialist can use to prepare any spell not from their banned schools. Of course you can cast Universal spells. :)


Ah, duh. Thanks, that makes sense.
 

True Necromancer is a great prestige class if you want pure spell power

Crushing Fist of Spite is an awesome 9th level spell from BoVD inflicting vile damage is great for a long term gring em down. Another one from LM is Bloodstar another good one for a grind.

As far as feats go you said that this guy will have lots ghosts and undead so the creation feats in LM are great for that.

One of the best monster by the way either out of LM is the Entropic Reaper just plain cool.

Good luck

The Seraph of Earth and Stone
 

Man, what a kick in the crotch.

I've had Libris Mortis for weeks now, sitting on my TBR shelf ("To Be Read"). It never occurred to me that it should be moved up in the priority order.

Why is that a kick in the crotch?

Because my PC is a 12th-level cleric (Wee Jas)/necromancer/mystic theurge.

God, I'm dumb sometimes.
 

You also might want to look at the variant necromancer in Unearthed Arcana. It gives several benefits in lieu of some of the things you would normally get.
It breaks down like this:

Skeletal minion
You gain a medium sized skeletal minion that has HD equal to your class level. A bonus to natural armor equal to half your class level. And a bonus to Strength and Dexterity to 1/3 your class level. If it is destroyed you suffer no ill-effects and you can create a new one by performing the ritual again (24 hours + 100gp). You permanently give up the ability to summon a familiar.

Undead Apotheosis
5th level - +2 bonus on saving throws made to resist sleep, stun, paralysis, poison and disease. The bonus increases to +4 at 15th level.
10th level - a +4 on saves to resist ability damage or drain or energy drain.
20th - Light fortification as per the armor ability.
You do not gain bonus feats every five levels.

Enhanced Undead
Any time you create an undead creature they gain a +4 enhancement bonus to Strength and Dexterity and two Hp's per HD.
You do not gain additional spells per day for being a specialist.


If your gonna use your minions as a buffer between enemies and you I would definately get the Corpsecrafter feat and the feats that depend on it. Maybe you can talk to your DM about having the Enhanced Undead variant replace the Corpsecrafter feat so you can take all those other feats that depend on Corpsecrafter. They give almost identical abilities (Corpsecrafter doesn't give bonus Hp's) so it would seem to make sense.

Hope it helps.
 

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