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Pathfinder Pathfinder: Kingmaker - Enhanced Plus Edition - now with turn-based combat

Bloodeyes

Arcane
Joined
Jan 30, 2007
Messages
2,946
So is it me, or is it only worth multiclassing into Eldritch knight if you start as a wizard?
Eldritch Knight is not that great in general but yeah. It's a hold over from 3E. Most Pathfinder classes like Magus are complete packages. You generally don't multi-class away from those unless you're just accumulating early class features, like multiple stats to AC.
Oh, well that's disappointing to hear.
I was thinking of creating a sort of dark necromancer lord sort of character who uses high level necromantic spells and can get stuck in, and Eldritch Knight seemed to be the way to go because Magus can't use spells past level 6.
But after doing some digging you lose so much if you go Magus/EK and Bloodline Sorcerer/EK, and I really wanted that bloodline too.

You can make it work. It doesn't have to be optimal for you to play it. It's your game and a very flexible system. If you want to play a Necromancer who fights then play one and fuck the haters.

If you're willing to use call of the wild you can make a very strong necromantic fighter caster out of a Cleric with the Channel smite + Guided hand feats. It even added a necromancy themed cleric subclass called the Undead Lord. Sorcerer? Yeah you probably would want EK to toughen him up a bit. Could you stand your necromancer having the Abyssal bloodline though? I mean it's not too incongruous. Necromancy is pretty evil and infernal bloodline would give you a scaling increase to STR which would allow you to take 19 CHA and level it while still being able to hit things (once EK starts kicking in to catch up your BAB). It would be viable.

Edit: Beneath the Stolen Lands is a roguelike mode. Yeah it's pretty great if you enjoy that kind of game. Only worth playing on Last Azlanti though. It would be boring otherwise because most of the combat is easy in it compared to the story. It's great for when you just want to try a character out and don't want to commit to playing hundreds of hours with them to do it.

Edit 2: I said Infernal I meant Abyssal. Infernal is Devils Abyssal is demons. You want Abyssal for STR. I've fixed that.
 
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Bloodeyes

Arcane
Joined
Jan 30, 2007
Messages
2,946
The above post by me is incorrect and wouldn't work. It just randomly entered my head what I posted and why its wrong. I said take Abyssal bloodline for a scaling bonus to STR. It won't work. You get the bonus at 9th, 13th and 17th level. You have to take 6 levels of Sorc to qualify for EK, then EK has 10 levels. That means you only get your first rank of STR at level 19 and no second rank. So that isn't a great bonus at all. It might just be better to straight Sorc and not multiclass.

The difference is 15 BAB with +1 to hit from the +2 STR at 20 Vs 10 BAB with +3 to hit from +6 to STR. So that's trading a caster level and your bloodline features for +3 to hit. Probably not worth it. Of course there's more to BAB than just chance to hit, but still it's a pretty expensive tradeoff. I'm not sure I can make a full progression DC based arcane spontaneous fighter/caster work. Can have your cake and eat it too with the Cleric (kinda) but I just don't know how to do that one.
 
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Yosharian

Arcane
Joined
May 28, 2018
Messages
10,437
Location
Grand Chien
I made a necromancer build that is capable of tanking but it doesn't deal melee damage or anything, it's just an offensive spellcaster.

I didn't really test it much though. The idea for the party was to have no physical damage dealers whatsoever but I never got around to testing it.
 

Bloodeyes

Arcane
Joined
Jan 30, 2007
Messages
2,946
Clerics can take necromantic spells, but not the really high level stuff like Finger of Death and Horrid Wilting.
Can Mystic Theurge take high level wizard spells? Clerics are decent at fighting, right?

They get good necromancy options at every spell level except first really.

Level 2 - Boneshaker. Not great damage but always hits. I find myself using boneshaker a lot more than I think I will. Sometimes you just need to hit something.

Level 3 - Animate dead. Broken OP for blocking powerful enemies from getting to you in the unmodded game, shit in the modded game. In the modded game you get Deadly Juggernaut though, which is necromancy and absolutely brilliant for a melee character:
1M5FEKX.png

You also get contagion, sands of time and bestow curse, which are reasonable debuffs.

At level 4 there's death ward and Aura of doom:
WbcD8Xl.png

At 5th level there's Bonshatter, a beefed up version of boneshaker that also makes them fatigued on a failed save.

At 6th level there's harm, a reasonable touch spell that does 10pts of damage per caster level. There's also Undeath to death

At 7th level (character level 13) that's when you start getting the really cool shit and feeling like a truly badass necromancer. Here you get create undead, umbral strike, destruction and poison breath. I like Destruction.

8th level gives you death clutch.

9th level gives you energy drain and Scourge of the horsemen.

Outside of the necromancy school, things like divine favour (and later divine power) give you a short lasting bonus to hit, and frightful aspect makes you a powerful giant with reach.

The thing about necromancy casting is most everything has a save, and it's almost always a fortitude save. Enemies get some crazy high fortitude saves so you need to boost up your DCs to the max possible for it to become consistently useful. That's kind of true for any sort of DC casting though. So I recommend having a 19 starting casting stat (WIS for cleric) and putting all points into it. If you can't get that to work in you build, a 17 starting casting stat is OK. You also need to take spell focus and greater spell focus and, especially for necromancy, find an item to boost your DCs.

For necromancy this item is the cloak of sold souls: https://pathfinderkingmaker.fandom.com/wiki/Cloak_of_Sold_Souls

It makes you more fragile, but by the time you get it your casting will be starting to get really good (I'm normally level 13) so you may find yourself transitioning out of the melee role and only doing this rarely. And +2 to DCs and caster level is insane and a big help when hitting those sky high fort saves. Even so some enemies will have too much CON to reliably beat their save, so having hellfire ray on hand can be good for them (no save).

As far as being a good fighter goes, no they aren't good. But they are solid, a long way from bad and they are full progression casters who get their entire spell list automatically every level. They get 15 BAB (same as EK without needing to multiclass) as well as some very handy spells to buff them in melee (righteous might, divine power, forceful strike, frightful aspect, archon's aura and the aforementioned deadly juggernaut). I guess it depends what you're comparing them to. Channel smite lets them apply their channel damage to their next hit as a swift action, handy for a negative channeling necromancer. Guided hand lets them use their WIS modifier in place of their STR modifier on attack rolls when using their deity's favored weapon (Damage is still STR based). For Urgathoa (Necromancy goddess) this is a Scythe which is a decent weapon. Crits don't happen a lot but are amazing when they do with a *4 multiplier. This is why they are good, because you can max your WIS and still be able to hit stuff, just taking a 14 or 16 in STR to do some damage and be able to hit with touch spells (touch AC is usually much lower).

They can cast in medium armour (or heavy armour if you take a proficiency) or cast with a shield on if you go with a deity that uses a one handed weapon. They don't get amour or weapon training, they don't get class features like the Sword Saint that enhance their fighting. They don't get any bonus feats, so you've really got to only take the best stuff. They get by in melee and are brilliant casters as opposed to the Sword Saint which is brilliant in melee and gets by as a caster. I don't think it's possible to get full progression DC casting and be as good as a martial in melee. I don't think it should be possible either.

Here's an example build of a necromancy cleric:

Deity: Urgathoa. Undead subdomain and conversion inquisition (Standard cleric). Human. This would only be possible using Call of the Wild:

STR: 16
DEX: 7
CON: 14
INT: 7
WIS: 19 (All increases here)
CHA: 14

1. Channel smite + guided hand

3. Toughness

5. Power attack

7. Furious focus

9. Outflank

11.Spell focus - Necromancy

13. Greater spell focus - Necromancy


15. Spell penetration

17. Greater spell penetration

19. Improved critical

I've bolded the feats that I think are essential to take so you can customize this to your liking. I almost bolded toughness. I always take it. It's not essential but it helps a lot, especially at lower levels. There are no metamagics here so you'd need rods. This build could not use rays. If you had at least a 12 DEX and precise shot in the build, and got Death from afar (gloves) you can use rays. You could get that DEX by accepting only 17 WIS. Spell penetration could be replaced with a greater piercing metamagic rod. Furious focus (which removes the penalty of power attack on your first hit) wouldn't work if you use a shield. Has to be either a two hander on one handed with empty offhand.

Personally I take 12 CON on my clerics for more points elsewhere but I'm not going to recommend others do, seeing as many seem to struggle running a 12 base CON character in melee. You may actually want to go higher on CON and only take a 14 STR. This is because the Cloak of Sold Souls gives you -4 to CON. Or you could try not wearing it. I think it's better to wear it, the better casting is worth it. By this level your melee damage will be kinda shitty compared to the martials in your party but your casting is getting awesome.

This is an example build only. If you end up playing a cleric don't copy it. Make it your own. You'll like it more.
 
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Cenobyte

Prophet
Joined
Feb 13, 2010
Messages
1,117
Location
Japan
Since I'm now basically finished with Wrath of the Righteous I thought it a good time to continue with Kingmaker next. Just for clarification: The scenario description says that your choices in Varnhold's Lot can influence the main campaign, so I take it that it's best to start with that module?
 

mondblut

Arcane
Joined
Aug 10, 2005
Messages
22,704
Location
Ingrija
Since I'm now basically finished with Wrath of the Righteous I thought it a good time to continue with Kingmaker next. Just for clarification: The scenario description says that your choices in Varnhold's Lot can influence the main campaign, so I take it that it's best to start with that module?

Nah, you can start it at any point before the "Varnhold vanishing" chapter of main game. You get to import a save from the main game (I think it only affects the look of your PC from the main game during the opening Varnholds Lot cinematic), and you get to save at the end of VL to import it to the main game at a certain point you'll be asked to.

It doesn't affect much, though. Your VL PC has a very minor cameo near the very end of the game (and another in Varnhold Vanishing depending on your VL endgame choices), and there is a random goblin trader in maingame selling items that you have unlocked during VL.
 

InD_ImaginE

Arcane
Patron
Joined
Aug 23, 2015
Messages
5,954
Pathfinder: Wrath
was thinking to make a ninja merc with the cotw mod, can you stack enough sneak to get to the mobs faces and start stabbing from the shadows?

you are going to get bald if you micro someone constantly in KM

that being said it is possible to start battle in stealth and beeline to backline, but i frankly never tried if entering stealth works in battle
 

razvedchiki

Magister
Joined
May 25, 2015
Messages
4,319
Location
on the back of a T34.
they have a ki abiltity that allows them to go invisible (as per the spell), as a swift action for x rounds per lvl. also they get an ability like the barbarian pounce, flying kick and the then full attacks! another that gives them haste+displacement for 1 round (you can get that as soon as lvl 2), blinding bombs etc and all the stuff the rogue gets (exept the debilitating strikes).
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,559
Pillars of Eternity 2: Deadfire
Not really.

Call of the Wild does add a fuckton of new classes, feats, spells and everything, though. Its the most extensive mod - if you want to spice up your experience (not that the vanilla character building options are lacking).

Closer to Tabletop... does what the name says, really. Particularly in regard to flanking rules, or effects of some buffs (like Legendary Proportions got a nerf).

Eldritch Arcana used to be really nice for maguses (many new Arcanas, metamagics; also powerful character Traits). Not sure if its still supported, though.
 

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