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Any kind soul that know any good fun necromancer builds? If it can be made slightly fighty too for a death knight kind of feel thats a plus. :)
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jimmybackman: Any kind soul that know any good fun necromancer builds? If it can be made slightly fighty too for a death knight kind of feel thats a plus. :)
https://www.gog.com/forum/pathfinder_kingmaker/ineffects_guide_v2/post138 for a flavor necro. still will have to abandon all necromancy for summoning by endgame as saves are too high to actually do anything.

you can also make an arcane bloodline sorc with like 18 con to negate the cloak. would work reasonably well, except for the undead part. I mean at least it will manage to kill stuff in endgame with a decent chance if you go all out for DC. Necro actually does it fine as the cloak is another 10%-ish to success. still you will fail a whole lot as saves on wild hunt and shit are way too high on harder difficulties, so even with like DC34 you will fail about 30%. also endgame boss doesn't give rats ass about death effects, so there also that.

the actual question would be: why suffer with necro if you can go kineticist that does 10d6+20*1.5 every round(that is given he actually does not do anything after he casts his spell, so actually a lot higher than that. about 3 times that.) with no save and trips everything on top of it or grenadier that does roughly the same as kineticist, but in lower aoe(and gets online from lvl1). mages suck. they are only good for buffs and dragonforms imo(and even dragonforms can actually be replicated with a 2h axe). not that you shouldn't play mages - just know what you are going into.

TL;DR

If your idea of fun is failing your spells and being shafted endgame - play arcane sorc as he will at least not fail as much as others. ddon't know what he can do with the last boss. probably cry a lot.

or play jaethal herald caller as it is still kinda necro, but is not totally useless with all those summoning feats.
Post edited December 27, 2018 by InEffect
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jimmybackman: Any kind soul that know any good fun necromancer builds? If it can be made slightly fighty too for a death knight kind of feel thats a plus. :)
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InEffect: https://www.gog.com/forum/pathfinder_kingmaker/ineffects_guide_v2/post138 for a flavor necro. still will have to abandon all necromancy for summoning by endgame as saves are too high to actually do anything.

you can also make an arcane bloodline sorc with like 18 con to negate the cloak. would work reasonably well, except for the undead part. I mean at least it will manage to kill stuff in endgame with a decent chance if you go all out for DC. Necro actually does it fine as the cloak is another 10%-ish to success. still you will fail a whole lot as saves on wild hunt and shit are way too high on harder difficulties, so even with like DC34 you will fail about 30%. also endgame boss doesn't give rats ass about death effects, so there also that.

the actual question would be: why suffer with necro if you can go kineticist that does 10d6+20*1.5 every round(that is given he actually does not do anything after he casts his spell, so actually a lot higher than that. about 3 times that.) with no save and trips everything on top of it or grenadier that does roughly the same as kineticist, but in lower aoe(and gets online from lvl1). mages suck. they are only good for buffs and dragonforms imo(and even dragonforms can actually be replicated with a 2h axe). not that you shouldn't play mages - just know what you are going into.

TL;DR

If your idea of fun is failing your spells and being shafted endgame - play arcane sorc as he will at least not fail as much as others. ddon't know what he can do with the last boss. probably cry a lot.

or play jaethal herald caller as it is still kinda necro, but is not totally useless with all those summoning feats.
Is it just the game´s saves and such that is miffed cause if played right all "full casters" tend to be the master classes in all types of D&D, Pathfinder and such. :O
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jimmybackman: Is it just the game´s saves and such that is miffed cause if played right all "full casters" tend to be the master classes in all types of D&D, Pathfinder and such. :O
well how often you you meet something with +20-30 to all saves in tabletop? well here it's totally normal. and with double-dipping from stats/difficulty it becomes ridiculous fast. it all stems from the fact that monster stats are REALLY off from the pnp to begin with. to give you perspective owlbears have the stats of dragons. greater enraged owlbears have the stats of elder dragons minus all the specials

basically there are 2 things mages do for damage in this game:
-ray spells as true strike pretty much guarantees the hit
-AT10 and no-save spells like ice storm and some such

also they can:
-buff well
-debuff well with stuff like waves of exhaustion as those are no-save
-dragonforms or melee gish shenanigans

DC spells just don't work once you enter endgame.
also even for ray spells if you do the math are outdamaged by pure rangers and the likes with no effort.

long story short: mages are very strong. but they are strong as support, not damage. one of the better pure mage specs is arcane sorc conjurer with hightened stinking cloud+summoning on the side as stinking cloud is duration based and there the high DC will actually work well as it gets more than 1 chance to succeed and your guys can easily be immune to it with communal delay poison.
Post edited December 27, 2018 by InEffect
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jimmybackman: Any kind soul that know any good fun necromancer builds? If it can be made slightly fighty too for a death knight kind of feel thats a plus. :)
Since the most obvious necromancy specialization for wizard doesn't seem to be beneficial at all, I think the only option is to go pure sorcerer.
It's problematic to suggest an actual build though. It really depends on how much of efficiency you are ready to sacrifice for role-playing sake.
Pure sorcerer (undead bloodline).
Maximize your CHA, spend everything else into DEX. Avoid touch spells. Take spell focus, greater spell focus (necromancy) and spell specialization. Other feat choices are up to you. You should be fine for the most part of the game. Boneshaker and boneshatter spells are pretty good. Make sure to take Enervation (lvl 4). You will need this one at the end. At lvl 9 you will have Grasp of the Dead, which is awesome, because usually your spells check enemy's fortitude or will, but this one checks reflexes. So when your ordinary spells fail, GotD may become really handy (since enemies normally don't have all their saves equally high). High level necromancy spells either kill or do very little. So if enemy's saves are too high, use Enervation (it drains levels) as many times as needed. Overall, endgame is not very impressive, but it shouldn't be too bad either.
Another option, you can go touch sorcerer. On mid levels you will probably still be using boneshaker/boneshatter, but at the end you will be relying more on self-buffes rather than necromancy spells. In this case I'd suggest to go medium armor proficiency, arcane armor training (1 lvl is enough, since there are mithril breastplates that has only 15% spell failure), outflank, martial weapon proficiency. Your stats could be something like 18-14-12(10?)-8-10-18 (you will probably have to go tiefling or aasimar). Attribute points go into STR. Yeah, you use 2h weapon (doesn't matter which specifically, since enlarge person provides you reach anyway).

P.S. If you wanna be necromancer, then go for it! That's what RPG games were made for! Even if it's not the optimal class choice, it's better to adjust difficulty level accordingly, than playing some OP class that you don't really like on hard mode.
Post edited December 28, 2018 by drunkenSCV
Empyrial Sorcerer/Herald Caller into Mystic Theurge would be a strong necro choice as well.

You could focus on a single stat, and have spells for days. Just be a walking toolbox of summons, damage, and debuffs. You would not be much of death knight, though.