This politically ambitious necromancer supports the expand of present arcane research efforts.
http://www.myth-weavers.com/sheetview.php?sheetid=530645Here’s some info in the meantime:
Human Wizard 5; 5d6; Neromancer (sacrificed transmutation and enchantment).
Str 10; Dex 12; Con 12; Int 18(20?); Wis 15; Cha 16;
Fort 2; Ref 2; Will 6;
Feats – 1/h/3/5/w5
1 – Spell Focus (necromancy)
h – Spell Focus (conjuration)
w1 – Arcane bond, arcane school, cantrips, scribe scroll
3 – Augment Summoning (+2)
5 – Superior Summoning (add 1 to number of creatures summoned)
w5 – Undead Master (when using animate dead, or command undead, you are considered 4 levels higher when determining the number of hd you animate. also, command undead duration is doubled)
Note 1: Expansion of above: In addition to the above, you gain +4 CL when summoning any undead creature. Also, when you summon undead, it instead lasts for 1 minute per CL instead of the normal. This duration will explode further upon gaining more levels as a necromancer.
Using foul powers of necromancy, you can command undead creatures, making them into your servants.
Prerequisites: Channel negative energy class feature.
Benefit: As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your necromancer level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.