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Summoner wizards..do they suck or is what I have heard wrong?
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<blockquote data-quote="Mengu" data-source="post: 5331208" data-attributes="member: 65726"><p>This seemed like a fun exercise. I think with some reflavoring, you can make a fairly effective and fun necromancer.</p><p></p><p>[sblock]</p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Necromancer, level 6</p><p>Human, Wizard</p><p>Build: Summoner Wizard</p><p>Arcane Implement Mastery: Tome of Binding</p><p>Versatile Expertise: Versatile Expertise (Staff)</p><p>Versatile Expertise: Versatile Expertise (Tome)</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 8, Con 17, Dex 12, Int 19, Wis 10, Cha 12.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 8, Con 16, Dex 12, Int 16, Wis 10, Cha 12.</p><p></p><p></p><p>AC: 22 Fort: 18 Reflex: 20 Will: 18</p><p>HP: 52 Surges: 9 Surge Value: 13</p><p></p><p>TRAINED SKILLS</p><p>History +14, Arcana +14, Religion +12, Insight +8, Dungeoneering +8</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +4, Bluff +4, Diplomacy +4, Endurance +6, Heal +3, Intimidate +4, Nature +3, Perception +3, Stealth +4, Streetwise +4, Thievery +4, Athletics +2</p><p></p><p>FEATS</p><p>Wizard: Ritual Caster</p><p>Human: Arcane Familiar</p><p>Level 1: Toughness</p><p>Level 2: Versatile Expertise</p><p>Level 4: Unarmored Agility</p><p>Level 6: Skill Power</p><p></p><p>POWERS</p><p>Bonus At-Will Power: Nightmare Eruption</p><p>Skill Power: Eyes of the Deep Delver</p><p>Wizard at-will 1: Phantom Bolt</p><p>Wizard at-will 1: Winged Horde</p><p>Wizard encounter 1: Chill Strike</p><p>Wizard daily 1: Summon Dretch</p><p>Wizard daily 1 Spellbook: Flaming Sphere</p><p>Wizard utility 2: Shield</p><p>Wizard utility 2 Spellbook: Daunting Presence</p><p>Wizard encounter 3: Shock Beetle Swarm</p><p>Wizard daily 5: Summon Imp</p><p>Wizard daily 5 Spellbook: Visions of Avarice</p><p>Wizard utility 6: Summon Iron Cohort</p><p>Wizard utility 6 Spellbook: Spectral Hound</p><p></p><p>ITEMS</p><p>Spellbook, Magic Tome +2, Deathburst Cloth Armor (Basic Clothing) +2, Rhythm Blade Dagger +1, Cloak of Distortion +1</p><p>RITUALS</p><p>Comrades' Succor, Unseen Servant, Comprehend Language, Corpse Light, Spirit Fetch, Skull Watch, Enchant Magic Item, Clear the Path</p><p>====== Copy to Clipboard and Press the Import Button on the Summary Tab ======</p><p></p><p>[/sblock]</p><p></p><p>Book Imp familiar can be fluffed however you like, maybe a tiny poltergeist.</p><p></p><p>At-will</p><p>Nightmare Eruption - works fine as is</p><p>Phantom Bolt - a screaming ghostly skull</p><p>Winged Horde - a swarm of (undead?) bats</p><p></p><p>Encounter</p><p>Chill Strike - a ghostly hand appears and touches the target</p><p>Shock Beetle Swarm - could be shock scarabs, or maybe undead shocker lizards.</p><p></p><p>Daily</p><p>Summon Dretch - Insubordinate zombie.</p><p>Flaming Sphere - Flaming Skull or Flaming Skeleton</p><p>Summon Imp - Rotwing Ghast</p><p>Visions of Avarice - ghosts of the victim's past draw them in</p><p></p><p>Utilities</p><p>Daunting Presence - you're a necromancer, people should fear you when you want them to.</p><p>Summon Iron Cohort - we can call this the meat shield zombie.</p><p>Eyes of the Deep Delver - you don't need your eyes to see, you can see through the spirits of the dead.</p><p></p><p>So even at lower levels, with a good selection of powers, I think it's possible to capture the flavor of the necromancer. Picking the right rituals and a small amount of refluffing, and some DM assistance to get the items that will set the right tone such as the deathburst cloth armor, you're in decent shape conceptually.</p><p></p><p>Perhaps it's not the most optimized, but with staples like Winged Horde, Flaming Sphere, and Visions of Averice in your arsenal, you're not doing too shabby either. There are of course a number of alternatives to the power selection, such as Grasping Shadows or Grasp of the Grave, and heavier refluffing is always an option.</p><p></p><p>Also with prestidigitation, mage hand, and ghost sound, you can become more convincing at playing necromancer.</p></blockquote><p></p>
[QUOTE="Mengu, post: 5331208, member: 65726"] This seemed like a fun exercise. I think with some reflavoring, you can make a fairly effective and fun necromancer. [sblock] ====== Created Using Wizards of the Coast D&D Character Builder ====== Necromancer, level 6 Human, Wizard Build: Summoner Wizard Arcane Implement Mastery: Tome of Binding Versatile Expertise: Versatile Expertise (Staff) Versatile Expertise: Versatile Expertise (Tome) FINAL ABILITY SCORES Str 8, Con 17, Dex 12, Int 19, Wis 10, Cha 12. STARTING ABILITY SCORES Str 8, Con 16, Dex 12, Int 16, Wis 10, Cha 12. AC: 22 Fort: 18 Reflex: 20 Will: 18 HP: 52 Surges: 9 Surge Value: 13 TRAINED SKILLS History +14, Arcana +14, Religion +12, Insight +8, Dungeoneering +8 UNTRAINED SKILLS Acrobatics +4, Bluff +4, Diplomacy +4, Endurance +6, Heal +3, Intimidate +4, Nature +3, Perception +3, Stealth +4, Streetwise +4, Thievery +4, Athletics +2 FEATS Wizard: Ritual Caster Human: Arcane Familiar Level 1: Toughness Level 2: Versatile Expertise Level 4: Unarmored Agility Level 6: Skill Power POWERS Bonus At-Will Power: Nightmare Eruption Skill Power: Eyes of the Deep Delver Wizard at-will 1: Phantom Bolt Wizard at-will 1: Winged Horde Wizard encounter 1: Chill Strike Wizard daily 1: Summon Dretch Wizard daily 1 Spellbook: Flaming Sphere Wizard utility 2: Shield Wizard utility 2 Spellbook: Daunting Presence Wizard encounter 3: Shock Beetle Swarm Wizard daily 5: Summon Imp Wizard daily 5 Spellbook: Visions of Avarice Wizard utility 6: Summon Iron Cohort Wizard utility 6 Spellbook: Spectral Hound ITEMS Spellbook, Magic Tome +2, Deathburst Cloth Armor (Basic Clothing) +2, Rhythm Blade Dagger +1, Cloak of Distortion +1 RITUALS Comrades' Succor, Unseen Servant, Comprehend Language, Corpse Light, Spirit Fetch, Skull Watch, Enchant Magic Item, Clear the Path ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== [/sblock] Book Imp familiar can be fluffed however you like, maybe a tiny poltergeist. At-will Nightmare Eruption - works fine as is Phantom Bolt - a screaming ghostly skull Winged Horde - a swarm of (undead?) bats Encounter Chill Strike - a ghostly hand appears and touches the target Shock Beetle Swarm - could be shock scarabs, or maybe undead shocker lizards. Daily Summon Dretch - Insubordinate zombie. Flaming Sphere - Flaming Skull or Flaming Skeleton Summon Imp - Rotwing Ghast Visions of Avarice - ghosts of the victim's past draw them in Utilities Daunting Presence - you're a necromancer, people should fear you when you want them to. Summon Iron Cohort - we can call this the meat shield zombie. Eyes of the Deep Delver - you don't need your eyes to see, you can see through the spirits of the dead. So even at lower levels, with a good selection of powers, I think it's possible to capture the flavor of the necromancer. Picking the right rituals and a small amount of refluffing, and some DM assistance to get the items that will set the right tone such as the deathburst cloth armor, you're in decent shape conceptually. Perhaps it's not the most optimized, but with staples like Winged Horde, Flaming Sphere, and Visions of Averice in your arsenal, you're not doing too shabby either. There are of course a number of alternatives to the power selection, such as Grasping Shadows or Grasp of the Grave, and heavier refluffing is always an option. Also with prestidigitation, mage hand, and ghost sound, you can become more convincing at playing necromancer. [/QUOTE]
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