View Full Version : Necromancy w/o Steamrolling
I am building a 9th level gestalt Dread Necromancer/Healer in an upcoming game. I want to create and use undead minions. However, I don't want to steamroller encounters or slow combat to manage lots of minions. Therefore, I want to find utility uses for undead minions, as well as any fairly passive combat abilities that won't slow pay to much.
I already plan to take Undead Eyes so I can use tiny undead as scouts. I also plan to take Unliving Weapon to use them as bombs, guided weapons, etc.
Does anyone have any other suggestions?
Rebel7284
2023-09-12, 03:02 PM
Slaymate is good
Zanos
2023-09-12, 06:30 PM
Zombies ogres or just something big with a lot of hit dice can be a good wall with a reach weapon. Takes up space, provides some control, only one attack.
Using skeletons as flankers is also effective if you've got party members that can take advantage.
Slaymate is good
Would you believe I have no metamagic? No corpsecrafter either. I am doing something wrong. . .
Inevitability
2023-09-14, 01:41 PM
Having big undead carry or drag mobile cover in place might be useful; the party archer will love you! Having a few skeletons raising or lowering big sheets of fabric at your command can serve as a nice source of toggle-able cover.
Small skeletons moving to be flanking buddies who then spam total defense can similarly be useful.
Mounts for the party are a classic, lots of characters appreciate being mounted.
Doctor Despair
2023-09-14, 02:20 PM
lots of characters appreciate being mounted.
Uh, phrasing :P
JNAProductions
2023-09-14, 03:12 PM
Uh, phrasing :P
The section quoted is perfect, I dunno what you're talking about. :P
Biggus
2023-09-14, 06:35 PM
Not sure if this is what you're looking for but Undead Torch (SpC) is pretty good.
SirNibbles
2023-09-14, 11:56 PM
How are you combining Healer (requires good alignment) with Dread Necromancer (requires non-good alignment)?
Having big undead carry or drag mobile cover in place might be useful; the party archer will love you! Having a few skeletons raising or lowering big sheets of fabric at your command can serve as a nice source of toggle-able cover.
Small skeletons moving to be flanking buddies who then spam total defense can similarly be useful.
Mounts for the party are a classic, lots of characters appreciate being mounted.
If you’re considered armed, you threaten all squares into which you can make a melee attack
Rules Compendium, page 18
Only a creature that threatens your foe can help you gain a flanking bonus.
Rules Compendium, page 56
If you can't attack, do you threaten any squares for flanking? EDIT: (regarding total defense and flanking)
How are you combining Healer (requires good alignment) with Dread Necromancer (requires non-good alignment)?
DM waived the Healer alignment restriction.
Telonius
2023-09-15, 10:19 AM
I would check with your DM to see if using the "Mob" template (from DMG2) would be appropriate. With a Dread Necromancer, you can pretty quickly get to the point where it really does bog down combat. A Mob combines a bunch of low-HD things into something that has a chance at doing some damage to a higher-level enemy.
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