Necromancy questions

It's an undead template in Libris Mortis. Requires 1 level loss + lossing an additional 1000 XP, neither of which can be restored. On the flip side, no LA!
 

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So my DM is doing something weird with the ability scores, but I guess I will go with it.

He wants us to start with all 12's but he will give scores more often? *shrug*

Human Dread Necromancer level 1
Str: 12
Dex: 12
Con: 12
Int: 12
Wis: 12
Cha: 12

I get two feats for human/class level 1.
I'm going to take Corpse Crafter + Nimble Bones.

At 3rd level I think im going to take Tomb Tainted Soul so that I can heal myself.

Does the Str increase etc.. from Corpsecrafter stack with the Dread Necromancers Undead Mastery? (which would become +8 str +4 dex +4hp per HD)
 

I think they all say "Enhancement" so probably not.

Look into Arcane Disciple feats, Arcane Disciple Evil gives you Desecrate, Arcane Disciple Undeath gives you Animate dead at 3rd spell level, instead of 4th, etc, there are all sorts of tricks a Dread Necro can avail himself of.

Also, take Tomb-Tainted Soul early, you cant raise undead/corpse craft until level 6 anyway. Might as well get use out of tomb tainted straight from level 1
 
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Kavok said:
I get two feats for human/class level 1.
I'm going to take Corpse Crafter + Nimble Bones.

At 3rd level I think im going to take Tomb Tainted Soul so that I can heal myself.

Does the Str increase etc.. from Corpsecrafter stack with the Dread Necromancers Undead Mastery? (which would become +8 str +4 dex +4hp per HD)

You can't animate dead until level 8 anyway. Take Tomb-Tainted Soul early on, so you can heal yourself. Spell Focus and Greater Spell Focus: Necromancy are no-brainers. Corpsecrafter won't stack the ability bonuses on your undead, but the extra hit points will stack. Both of those also stack with the extra HP undead get when created in a desecrated area.

If you want competent animated dead, look in the Draconomicon, and at the Skeleton Dragon and Zombie Dragon templates.

Even though skeletons and zombies can't usually threaten an enemy directly at high levels, don't underestimate them. Here are my tips for undead in combat:

1: Have them use grapple, sunder and disarm manouveres, especially if they're Huge size (sunders and disarms recieve a bonus based on size). At the very least, they'll make the enemy use up their attack of opportunity.

2: Speaking of attacks of opportunity, have your minions move through the threatened area of enemies. If the foe takes the bait, then the rogue and fighter can move around them with no fear.

2: Don't forget the potential of flanking and the Aid Another action. Those can turn even weak summons into useful aides.

3: They can block the lines of charges for enemies or give you cover from ranged attacks.

4: Pick creatures with lots of primary natural attacks--Chimeras or Hydras are good. Since skeletons are immune to cold, fire-subtype creatures gain two immunities and no vulnerabilities.

5: If a creature can use weapons, give it a reach weapon so that it can fight from behind the front lines.

6: At higher caster levels, Unliving Weapon (BoVD) is a great Expanded Knowledge spell. Cast it on a zombie with few HD and a fast flight speed. Have it fly into the floor near enemies and then explode for no-save, no-SR damage.

7: Against unintelligent foes, don't underestimate the value of having your undead simply sitting there and absorbing damage, buying time for everyone else.

8: Persuade the other casters to invest in Haste, Recitation, Prayer, Unholy Aura, and any Mass spell. At high levels, why not use the extra potential targets on undead? They can be surprisingly badass when buffed till they shine.
 
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An interesting build that I've seen for a necromancer is a Mystic Theurge slanted towards the cleric side (7clr/3wiz/10MT). Among other benefits, the extra slots that you have let you cast a lot undead creation and commanding spells in one day. Skewing the build means you will still get access to ninth level spells
 

I, too, build MT for necromantic power. I prefer the shortcut MT:

Sorc 1/Clr 3/MT 10/Whatever other PrCs you want 6

This has the advantage of nearly everything working off Charisma, which previous posters have pointed out as being critical to a successful career working with intelligent allies. Of course, if your DM doesn't allow fast-MT, you'll have to think long and hard about whether you want to accept a gimped build for the sake of coolness.

(Fast MT, if you're not familiar with it, uses Precocious Apprentice to qualify for "the ability to cast second level arcane spells.")

PS - I'll respectfully disagree with Desert Gled regarding the importance of 9th level spells for a necromancer; your primary objective is to crush things with an absurdly huge force, rather than blast them - you can leave that to the pure mage in the party. On the other hand, having higher rebuking might come in very handy at lower levels, until your dual casting becomes really powerful.
 

moritheil said:
PS - I'll respectfully disagree with Desert Gled regarding the importance of 9th level spells for a necromancer; your primary objective is to crush things with an absurdly huge force, rather than blast them...

Maybe, but I still think there are a number of ninth level spells that are crucial to a clerc. Miracle comes to mind, as does True Ressurection. Summon Monster IX and Gate can also add to the absurdly huge force rather nicely.
 

I was looking at Arcane Disciple and it seems to be Wisdom based.

If I'm building a Dread Necromancer which is Cha based then I don't think 'Arcane Disciple' is that great of a feat. I need 10 + spell level to cast.

I was originally going to go straight Cleric but I'll be trying the Dread Necromancer and seeing if I like it or not.
 
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