Pathfinder: Wrath of the Righteous - Enhanced Edition

Pathfinder: Wrath of the Righteous - Enhanced Edition

View Stats:
Necromancer Summoner Build (in testing)
I've never done this before, but I recently had an epiphany and was able to create a build for one of my favorite archetypes, necromancer summoner. I'm currently deep into act 3 up to level 13 so beyond that is pretty much assumptions.

I went with the Healer background because the necromancer specific one isn't THAT useful?
5 levels Cruoromancer Wizard (for the commanding infusion)
9 levels Loremaster
6 levels eldrich knight

Pretty much the only thing thats worth taking from the Cruoromancer is the commanding infusion, extra feats are meh. The good news is that BOTH eldrich knight AND loremaster continue the spellbook level from your wizard, and if you go Lich too, you can merge spellbooks for a ton of power.

For the loremaster secrets, I would 100% take Shatter Defences, mainly if you go Lich. With Fear Control, enemies are shaken incredibly easy and if you get the Ashwood Pole Bardiche, you can use your intelligence for your attack and damage rolls. Other secrets I like to take are Divine Power and Cave Fangs

For eldrich knight, you will need to spend a feat to get martial weapon proficiency, but luckily Bardiches are included in that since those will probably be your weapon on choice, considering you'll pour everything into intelligence.

Now one of the BIGGEST things that I found where not many people seem to talk about it, is the usefulness of the Brazen Whip, that one item in Wintersrun that I tend to leave behind. See if you combine that with the Boots of Free Rein from the Greengates, the slow effect is removed. This single item allows not only every skeleton you summon, but ALSO the spiders from the Clemency of Shadows ring, AND the Shadow Demon from the Belt of Demonic Shadow.

In terms of Mythic Feats for absolute must have
Ascendent Summons,
Enduring Spells & Improved Enduring Spells,
Favorite Metamagic Extend Spells

if you didn't know, something special about Lich and Angel paths is the because of the merged spellbook, your 1 round/level spells can last a full 24 hours. Once your spellbook level hits 25, and a spell has extend metamagic on it, it lasts exactly 5 minutes. This allows these buffed up summons to last an entire 24 hours (along with all of your buffs). With Favorite metamagic extend, you can reduce the cost of making it extended to 0, meaning you can turn every spell in your book to extended for free.

The skeleton companion is kinda preference based, but I liked the Vanguard, then when it came to upgrading it, Fighter is a must first pick (with shatter defences as the feat)

Now a little overview for how beefy your basic skeletons will be:
Lord Beyond the Grave: Str, Dex, Cha increase by 1/2 mythic rank +1
Ascendent Summons: All stats increased by 1/2 mythic rank +1
Commanding Infusion: Str and Cha +4
Brazen Whip: One Extra attack

These do not include buffs from spells, things such as Mass Bulls Strength, False Grace (which seriously helps with them dying in one hit), or firebrand. Through my testing, these all work but Mass Enlarge Person for whatever reason does not (since they’re undead and not humanoid I think)

Planned items:
Jaws of the Jackal: +2 AC
Bound of Possibility: +4 to stats increased by Lord Beyond the Grave
Wrath of undead: another fear aura (put on companion)

With all these added up, they STILL kinda suck. I can't even lie it's a little disappointing at times. However, later summons like those from Create Undead are incredibly powerful (and have the same buffs) and serve almost like generals in your horde.

This is the first build I've posted here, I just got really excited when I found a combination that I thought was atleast somewhat unique. I will be honest it was rough starting out (core difficulty), but the second I got the lich powers was a game changer. Maybe this build will finally be the one that I beat the game with lmao.
Last edited by Captain Zaknard; Nov 14, 2023 @ 6:59pm