style="font-family: tahoma;">The Necromancer

By
Darkgolem




The Necromancer is fun, dark and
interesting choice in a build.  Many of the spells a necromancer
can use are not particularly flashy, sometimes to the point where it is
difficult to see if a spell has affected an opponent.  However,
the nice thing about necromancy is that the spells often do not have
saves, and are very effective.  While a necromancer doesn't have
so much of a fireworks display as many casters, he or she certainly
turn opponents into helpless weaklings ready to have their experience
reward harvested.



Necromancy
is an odd
choice of school to specialize in DDO.  In pen and paper, a
necromancer
specialist is trading off damage or conjuration spells (usually) for an
excellent set of single target "save or die" spells at higher levels,
and a fair amount of debuffs at lower levels.  However, since DDO
does
not have specialization, and damage spells have enhancements to damage,
this trade doesn't exist.  However, for a "themed" caster,
necromancy
can work, if a spell caster knows how to overcome the interest of
staying within the theme of necromantic spells.  Instead of using
crowd
control. ghoul touch or a summoned mummy (with it's fear aura) can
substitute.  However, the various ways to use necromantic spells
to
function in ways that usually are the areas other spell schools
specialize in is difficult, and requires a competent, patient and
experienced player.


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style="font-family: tahoma; font-weight: bold;">Starting
abilities:

cellpadding="2" cellspacing="2">
style="font-family: tahoma;">Drow (28 pt) style="font-family: tahoma;">Drow (with
Bonuses)
style="font-family: tahoma;">Human (32 point) style="font-family: tahoma;">Str 10 

style="font-family: tahoma;">Str
10
style="font-family: tahoma;">Str 10 style="font-family: tahoma;">Dex 10

style="font-family: tahoma;"> Dex
10
style="font-family: tahoma;">Dex 10 style="font-family: tahoma;">Con 14 style="font-family: tahoma;">Con
14
style="font-family: tahoma;"> Con
16

style="font-family: tahoma;">Int 8

style="font-family: tahoma;">Int 8

style="font-family: tahoma;">Int  8

style="font-family: tahoma;">Wis 10

style="font-family: tahoma;">Wis 10

style="font-family: tahoma;">Wis 10

style="font-family: tahoma;">Cha 18

style="font-family: tahoma;">Cha
24

style="font-family: tahoma;">Cha 18

style="font-family: tahoma;"> style="font-family: tahoma;"> style="font-family: tahoma;"> style="font-family: tahoma;">

Regarding ability scores: While drow
is an excellent choice for a sorcerer, doing so prevents access to
enough feats.  However, if one wishes access to the possibility of
a 34 charisma (if you acquire a +6 cha item and +2 tome), than you can
consider dropping a feat and taking drow instead of human.



(Below information based upon 28 point build, level 14)



href="http://ddo.tentonhammer.com/modules.php?full=1&set_albumName=album72&id=Mummy_Fear_is_a_useful_tool&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Mummy Fear is useful"
src="http://ddo.tentonhammer.com/files/gallery/albums/album72/Mummy_Fear_is_a_useful_tool.jpg"
style="border: 2px solid ; width: 250px; height: 229px;" align="right">Hit
Points
: 107



Armor Class: 10 + Items/spells



Saving Throws:

Fortitude: +6

Reflex: +9

Will: +9



Class/Race Features:

+1 Feat at Level 1

+4 skill points at level 1, +1 per level past 1

Rapid Casting



Skills:

Concentration +19

Heal + 8½



Feats: Spell Focus: Necromancy,
Mental Toughness, Heighten Spell, Greater Spell Focus: Necromancy,
Spell Penetration, Greater Spell Penetration



Enhancements:

Improved Spell Penetration 3

Sorcerer's Charisma 3

Energy Manipulation 3

Subtle Spellcasting 2

Improved Heightening 3

Human Adaptability Charisma

Energy of the Dragonblooded 2

Concentration 2

Wand Mastery 1

Human Improved Recovery 1



Spells

(DC 17 + spell level, 19 + spell level for Necromancy)

Spell Points: 1036 (base 750 + Feats 75 + Enhancements 50 + Ability
bonuses 161 )

Level 1: Chill Touch, Obscuring Mist, Ray of Enfeeblement, Protection
From Evil

Level 2: Ghoul Touch, False Life, Blindness, Command Undead

Level 3: Halt Undead, Ray of Exhaustion, Haste, Protection from Energy

Level 4: Contagion, Enervation, Burning Blood, Bestow Curse

Level 5: Waves of Fatigue, Cloudkill, Break Enchantment

Level 6: Symbol of Fear, Acid Fog

Level 7: Finger of Death



Spell Notes:   One should consider taking Create Undead, by
substituting scrolls of similar level spells that require no
saves.  However, note that Creating Undead is problematical, in
that undead save against control fairly quickly.
size="-1">




Detailed progression
by level:


Level 1


Class: Sorcerer

Feats: Spell Focus: Necromancy, Mental Toughness

Skills: Concentration +4, Heal +2

Enhancements: Energy of the Dragonblooded 1, Energy Manipulation 1,
Concentration 1



Level 2

Class: Sorcerer

Skills: Concentration +1, Heal +1/2

Enhancements: Human Improved Recovery 1, Sorcerer's Charisma 1, Wand
Mastery 1



Level 3

Class: Sorcerer

Feats: Heighten spell

Skills: Concentration +1, Heal +1/2

Enhancements: Improved Heightening 1



Level 4

Class: Sorcerer

Ability Score: Charisma +1

Skills: Concentration +1, Heal +1/2

Enhancements: Concentration 2, Subtle Spellcasting 1, Energy
Manipulation 2



Level 5

Class: Sorcerer

Skills: Concentration +1, Heal +1/2

Enhancements: Energy of the Dragonblood 2, Improved Spell Penetration
1, Human Adaptability Charisma



Level 6

Class: Sorcerer

Feats: Greater Spell Focus: Necromancy

Skills: Concentration +1, Heal +1/2

Enhancements: Sorcerer's Charisma 2

       



Level 7

Class: Sorcerer

Skills: Concentration +1, Heal +1/2

Enhancements: Improved Heightening 2



Level 8

Class: Sorcerer

Ability Score: Charisma +1

Skills: Concentration +1, Heal +1/2

Enhancements: Subtle Spellcasting 2, Energy Manipulation 3



Level 9

Class: Sorcerer

Feats: Spell Penetration

Skills: Concentration +1, Heal +1/2

Enhancements: Improved Spell Penetration 2



href="http://ddo.tentonhammer.com/modules.php?set_albumName=album72&id=Fear_is_a_excellent_weapon&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Fear spells also are good"
src="http://ddo.tentonhammer.com/files/gallery/albums/album72/Fear_is_a_excellent_weapon.sized.jpg"
style="border: 2px solid ; width: 250px; height: 230px;" align="right">Level
10


Class: Sorcerer

Skills: Concentration +1, Heal +1/2

Enhancements: Sorcerer's Charisma 3



Level 11

Class: Sorcerer

Skills: Concentration +1, Heal +1/2



Level 12

Class: Sorcerer

Feats: Greater Spell Penetration

Ability Score: Charisma +1

Skills: Concentration +1, Heal +1/2

Enhancements: Improved Heightening 3, Energy of the Dragonblooded 3



Level 13

Class: Sorcerer

Skills: Concentration +1, Heal +1/2



Level 14

Class: Sorcerer

Skills: Concentration +1, Heal +1/2

Enhancements: Improved Spell Penetration 3


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Last Updated: Mar 13, 2016

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