Pathfinder 1E Bard Necrodancer: Dancing With Shadows

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Article-At-A-Glance

  • The Necrodancer[1] is renowned for its masteries, as we will explore in this guide.
  • Explores a unique application of Pathfinder 1E Bards for character creation and development.
  • Covers combat strategies and roleplaying tips unique to the Necrodancer[1] build.
  • Highlights weaknesses, strengths, and expert level strategic gameplay insights.

Click on the level for more information

The Level 1 Necrodancer focuses on mastering darkness with Dirge Bard and Shadow Puppeteer archetypes. At this stage, skills like Perception and Stealth are prioritized. Lingering Performance is a crucial feat to enhance Bardic Performance. This character quickly dives into shadow manipulation, with a hefty dose of Charisma for spellcasting.

Stat Block Level 1:

Necrodancer: Male, Wayang Bard 1; CR 1; Small Humanoid (Wayang); HD 1d8; hp 8; Init +3; Spd 20 ft.; AC 14, touch 13, flat-footed 11; Base Atk +0; Grp -4; Atk Dagger +3 melee (1d3-2/19-20) or Sling +3 ranged (1d3/x2); Full Atk Dagger +3 melee (1d3-2/19-20) or Sling +3 ranged (1d3/x2); SA Bardic Performance 5 rounds/day; SQ Bardic Knowledge, Shadow Magic, Darkvision 60 ft.; AL CN; SV Fort +1, Ref +5, Will +2; Str 7, Dex 16, Con 12, Int 12, Wis 10, Cha 16.

Skills, Abilities, and Feats:

Perception +4, Stealth +8, Use Magic Device +7, Perform (Dance) +7; Lingering Performance.

Special Attacks and Qualities:

Bardic Performance allows performing abilities to encourage allies or hinder foes.

Possessions: Dagger, Sling with 20 bullets, Entertainer’s Outfit.

This Necrodancer build thrives in manipulating shadows and illusions while avoiding direct combat. Specializing in Illusion spells and focus feats, this character can bewilder foes with deceptive tactics. The character excels in Bardic Performances, enhancing Illusions and leading the undead army.

Stat Block Level 5:

Necrodancer: male, Wayang Bard (Dirge Bard, Shadow Puppeteer) 5; CR 5; Small humanoid (Wayang); HD 5d8+5; hp 31; Init +3; Spd 20 ft.; AC 16, touch 13, flat-footed 13; Base Atk +3; Grp +1; Atk Spiked Chain +7 melee (1d6+1/x2) or Shortbow +7 ranged (1d4/x3); Full Atk Spiked Chain +7 melee (1d6+1/x2) or Shortbow +7 ranged (1d4/x3); SA Bardic Performance, Dance of the Dead, Shadow Puppets, Light Sensitivity; SQ Bardic Knowledge, Countersong, Fascinate, Inspire Courage, Shadow Subschool Bonus, Umbral Agent abilities; AL Neutral Evil; SV Fort +2, Ref +7, Will +5; Str 7, Dex 16, Con 13, Int 12, Wis 10, Cha 17.

Skills, Abilities, and Feats:

Bluff +8, Perception +8, Stealth +13, Use Magic Device +12, Perform(Dance) +10; Lingering Performance, Weapon Finesse, Spell Focus (Illusions).

Special Attacks and Qualities:

Shadow Puppets allow control of shadows, Dance of the Dead animates undead minions temporarily, skilled illusionist using Umbral Agent features without spells.

Possessions: Spiked Chain, Shortbow, Ardor Coin of +1 Dexterity, Shadowy Robes providing +2 bonus on Stealth checks.

The Necrodancer[1] focuses on illusion and shadow magic while maintaining strong Bardic support. At level 10, it excels in using the Bardic Performance with lingering effects through Lingering Performance. It can animate shadows and utilize perverse puppet masters as a Shadow Puppeteer. As a Wayang, it manipulates shadow and boosts Illusion DCs with Shadow Puppeteer Archetype.

Stat Block Level 10:

Necrodancer; Male, Wayang Bard 10; CR 10; Size Medium type Humanoid (Wayang); HD 10d8; hp 55; Init +7; Spd 30 ft.; AC 17, touch 14, flat-footed 14; Base Atk +7; Grp +5; Atk Dagger +10 (1d4-2/19-20) or Shadow Chains +9; Full Atk Dagger +10 (1d4-2/19-20) or Shadow Chains +9; SA Bardic Performance, Animate Shadows; SQ Bardic Knowledge, Shadow Jump, Umbral Agent Features, Immediate Action Shadow Healing; AL Neutral; SV Fort +4, Ref +10, Will +9; Str 7, Dex 16, Con 13, Int 14, Wis 10, Cha 18.

Skills, Abilities, and Feats:

Perception +15, Stealth +20, Use Magic Device +18, Bluff +15, Intimidation +12; Lingering Performance, Weapon Finesse, Spell Focus (Illusions), Greater Spell Focus (Illusions), Deceitful, Improved Initiative.

Special Attacks and Qualities:

Mastery of shadows, capable of creating and controlling shadows with Shadow Puppeteer abilities.

Possessions: Dagger, Wayang-themed robe, components for Illusion spells.

At level 15, our Necrodancer build is a master of blending dark magic with captivating performances. Specializing in illusion and necromancy, this character manipulates shadows and reanimates the dead to control the battlefield. With impressive skills in Bluff and Use Magic Device, they excel at misdirection and spell manipulation. Agile in combat with Weapon Finesse and Agile Maneuvers, they use a Spiked Chain to pin foes. The Umbral Court Agent’s abilities allow shadow jumping and sow fear with Shadow Chains and Unnerving Gaze.

Stat Block Level 15:

Necrodancer: Wayang, Bard (Dirge Bard, Shadow Puppeteer) 10/Umbral Agent 5; CR 15; Small humanoid (Wayang); HD 10d8+5d8+15; hp 97; Init +7; Spd 30 ft.; AC 20, touch 14, flat-footed 17; Base Atk +12; Grp +9; Atk Spiked Chain +15 melee (1d6-2/19-20) or Dagger +15 melee (1d3-2/19-20); Full Atk Spiked Chain +15/+10 melee (1d6-2/19-20); SA Shadow Chains, Unnerving Gaze; SQ Bardic Performance, Dance of the Dead, Shadow Jump; AL CN; SV Fort +6, Ref +13, Will +10; Str 7, Dex 16, Con 13, Int 14, Wis 10, Cha 18.

Skills, Abilities, and Feats:

Bluff +18, Perception +20, Stealth +23, Use Magic Device +20; Lingering Performance, Weapon Finesse, Spell Focus (Illusions), Greater Spell Focus (Illusions), Deceitful, Improved Initiative, Tenebrous Magic, Blind-Fight, Solid Shadow, Agile Maneuvers.

Special Attacks and Qualities:

Cast illusion spells with increased DC, Shadow Chains to entrap foes, Unnerving Gaze to instill fear, animate undead with Dance of the Dead.

Possessions: +2 Spiked Chain, Cloak of Shadows, Handy Haversack, Vest of Shadow (provides concealment).

At level 20 the Necrodancer[1] combines Dirge Bard and Shadow Puppeteer archetypes with the Umbral Agent Prestige Class. The character becomes a master of manipulation and deception, using powerful Illusion spells and shadow-based abilities. With Animating Dead and creating shadow chains capabilities, this build excels in crowd control and summon fighting entities. Enhanced by spell focus and performance persistence, the character proves formidable in both utility and offense.

Stat Block Level 20:

Necrodancer: unknown gender, Wayang Bard 10/Umbral Agent 10; CR 20; Small humanoid (wayang); HD 10d8 + 10d8; hp 135; Init +9; Spd 30 ft.; AC 23, touch 18, flat-footed 15; Base Atk +15; Grp +10; Atk Spiked Chain +19 (1d6+3) or Shadow Chain; Full Atk Spiked Chain +19/+14/+9 (1d6+3) or Shadow Chain; SA Shadow Jump, Dance of the Dead, Animate Dead; SQ Darkvision 60 ft, Shadow Subschool Bonuses, Bardic Performance, Immediate Energy Switch; AL Neutral Evil; SV Fort +11, Ref +18, Will +18; Str 7, Dex 16, Con 13, Int 14, Wis 10, Cha 18.

Skills, Abilities, and Feats:

Perform(Dance) 20, Stealth 24, Use Magic Device 24, Perception 20, Bluff 20, Knowledge(Nobility) 15, Knowledge(Religion) 15, Intimidation 15; Lingering Performance, Weapon Finesse, Spell Focus (Illusions), Greater Spell Focus (Illusions), Deceitful, Improved Initiative, Agile Maneuvers, Toughness, Extra Performance, Blind Fight.

Special Attacks and Qualities:

Capability to command undead and control shadows, using Shadow Jump for mobility and various darkness-themed powers.

Possessions: Spiked Chain, Cloak of Resistance +5, Headband of Alluring Charisma +6, Ring of Protection +4, Boots of Haste, Chime of Opening.

Necrodancer

Milestones Of Character Development

  • Levels 1-5: Learn Lingering Performance and Weapon Finesse. Establish foundational skills like Perception, Stealth, and Use Magic Devices. Focus on Bluff and Knowledge (Nobility and Religion) for skill checks.
  • Levels 6-10: Enhance illusions with Spell Focus and Greater Spell Focus. Begin to master the Necrodancer[1]’s shadow abilities with Shadow Puppeteer skills and traits like Maestro of the Society for extra Bardic Performance rounds.
  • Levels 11-15: Become an Umbral Agent and acquire significant skills like Tenebrous Magic, Bluff, and Blind Fight, amplifying shadow manipulation. Start using Agile Maneuvers and Toughness for combat versatility and defense.
  • Levels 16-20: Reach new heights of shadow mastery, animating shadows and casting powerful necromantic spells. Focus on maximizing Bardic Performance and utilize Extra Performance to maintain the presence of darkness in any combat scenario.

Core Abilities & Features

The Necrodancer build elegantly merges shadows and melodies into one formidable force. The choice of Wayang as the race allows you to adopt the Shadow Puppeteer archetype. This means your shadow magic becomes devastatingly effective. Wayang also provides flexibility in healing by switching between positive and negative energy.

The build emphasizes Charisma, essential for spellcasting and Bardic Performances, bolstered by high Dexterity to enhance your agility and finesse in combat. With Lingering Performance at the foundation, you sustain your Bardic Performance longer, crucial for outlasting foes in tactical encounters. Your spellcasting prowess flourishes with Spell Focus and Greater Spell Focus on illusions, compelling those who’d resist your shadow tricks.

The transition into the Umbral Agent Prestige Class is where your capabilities truly spread dark wings—gaining the ability to Shadow Jump akin to a Shadowdancer. This class also reinforces your control over dark elements, with abilities like Shadow Chains and Unnerving Gaze. Commanding shadows to bind, frighten, or lure adversaries solidifies your mastery of the eerie and arcane.

Equipment Progression

Level RangeEquipmentDetails
L1-5Wand of Cure Light WoundsEssential for early survival. Use to heal party members and yourself outside of combat to conserve spells.
L6-10Headband of Alluring Charisma +2Enhances your Bardic Performance rounds and spell DCs, a must-have for charisma-driven characters.
L11-15Spiked ChainUtilize with Weapon Finesse and Agile Maneuvers for combat tricks, capitalizes on class synergies.
L16-20Ring of InvisibilityAllows stealth tactics and surprise movements, key for avoiding direct threats in high-level confrontations.

Combat Scenarios

  • Dungeon Crawls:
    • In the dimly lit corridors, leverage your Shadow Jump to bypass traps and obstacles, positioning yourself strategically. Use Animate Dead to summon minions, having them explore dangerous areas first. Deploy Shadow Chains to pin foes while your undead minions flank them.
  • Open Fields:
    • Utilize Stealth and distance in open areas. Begin with Illusion spells to misdirect enemies. Use your Bardic Performances like Dance of the Dead to bolster your undead army and create diversions. Always capitalize on the range afforded by Spell Focus to keep foes at bay.
  • Ambushes:
    • Stay hidden using Stealth and Perception, waiting for the right moment. Open with a powerful blend of Greater Spell Focus illusions to confuse and disorient attackers. Strike quickly with Spiked Chain maneuvers, leveraging Weapon Finesse for precise hits.
  • Defensive Stands:
    • When forced to hold ground, enhance your defenses with Unnerving Gaze. Use Tenebrous Magic to cloak allies in shadow, making them harder to detect. Animate Dead ensures you have a constant flow of reinforcements while your Bardic performances inspire strength.
  • Urban Encounters:
    • In complex urban environments, blend quick Shadow Jumps with Bluff and Intimidation to manipulate foes. Use your Perform (Dance) skill for social engagement or as a distraction. Solid Shadow adds weight to your illusions, making quick getaways possible when needed.

Weaknesses & Counters

WeaknessCounter
Low Strength and ConstitutionUtilize enhancement items like Belt of Physical Might (Dexterity and Constitution) to compensate for low physical stats.
Dependence on ShadowsPrepare spells like Daylight or purchase items like a Sunrod to dispel magical darkness if opponents counter with light-based strategies.
Limited Melee CapabilitiesUse Weapon Finesse to improve accuracy with Dexterity and Agile Maneuvers to enhance combat maneuver abilities.
Vulnerability to Light Based SpellsEquip Darkvision goggles or utilize Tenebrous Magic feats to maintain effectiveness in bright environments.
Low Hit PointsConsider Toughness feat for additional HP or utilize wands of Cure Light Wounds for post-combat healing.

Roleplaying

Dance with Shadows:

Embrace the mystique of the Necrodancer[1], whose every step is a calculated performance. Imagine entering a dimly lit ballroom, shadows swirling at your command as you weave your spells. This persona is theatrical—full of flair and drama. Use performance traits to create illusions that dazzle foes and allies alike, blurring the lines between reality and shadow.

The Wayang Trickster:

Your Wayang heritage grants you a unique perspective on life and death. Consider portraying a character who thrives on blurring these boundaries, seeing life as a dance and death as its ultimate conclusion. Engage with NPCs as a mysterious figure, whose motivations are as opaque as the darkness they command. This can intrigue allies and unsettle enemies, providing a perfect balance for your deceptive strategies and necromantic lore.

Necrodancer

FAQ

What makes the Necrodancer[1] different from a typical Bard?

The Necrodancer[1] channels death and dancing into unique performances. They blend necromantic magic with musical flair, allowing them to control undead through rhythm. Unlike a typical bard, a Necrodancer often leads a macabre ensemble of skeletons swaying to their hauntingly beautiful tunes.

How can I optimize my Necrodancer’s spell selection?

Focus on spells that increase control and manipulation. Prioritize enchantments and necromancy to charm foes or raise undead. Incorporate crowd-control spells to dance around enemies, turning the battlefield into your stage. Always prepare a balance of utility and offense for versatility.

Take ‘Spell Focus: Necromancy’ to enhance your undead-mastery spells. ‘Lingering Performance’ extends the effect of your performances, increasing their battlefield impact. ‘Extra Performance’ provides more uses of your bardic abilities, vital in prolonged battles.

How does a Necrodancer fit into a party composition?

Necrodancers excel as support and control characters. They weaken enemies with curses and bolster allies through invigorating music. Consider teaming with melee fighters and spellcasters to maximize group synergy.

What is the best starting gear for a Necrodancer?

Start with a masterwork instrument to enhance your performances and a light crossbow for ranged attacks. Invest in a Cloak of Resistance for better defense. As you level up, seek out items that bolster charisma and necromantic prowess, like the Wand of Infernal Accompaniment.

Join us at Stellar Dragons with the Necrodancer build!

Try exploring your next Pathfinder game with a Necrodancer, enhancing your party with rhythm and shadows. Join the discussion on the Stellar Dragons Discord server at https://discord.gg/uAPvgEq6Z7.

Authors

  • Writer, Editor, GM, Technologist – Andrew’s been playing TTRPGs since as far back as he can recall… at least sometime in the nineties… or was it the early 2000s?

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Terms definitions
1. ↑ Bard – The Necrodancer – Pathfinder 1E ( The Necrodancer )

The Necrodancer

This one’s for you Div, as you ask, here’s a Necrodancer build.

We’re going with the two Archetypes Dirge Bard and Shadow Puppeteer, and with the Umbral Agent Prestige Class. Our leveling should like as follow:

Bard (Dirge Bard, Shadow Puppeteer) 10/Umbral Agent 10

Race

We are going for the Wayang race. This lets us take the Shadow Puppeteer Archetype, plus it gives us a few fun bonuses like to the DC of our Shadow Subschool spells and it allows us to Immediate Action switch our healing from positive to negative energy.

Ability Scores

Round up Constitution if odd then everything in Charisma.

15Point-Buy

Str 7/Dex 16/Con 12/Int 12/Wis 10/Cha 16

20Point-Buy

Str 7/Dex 16/Con 13/Int 13/Wis 10/Cha 17

25Point-Buy

Str 7/Dex 16/Con 13/Int 14/Wis 10/Cha 18

Traits

Maestro of the Society for those juicy extra Bardic Performance rounds, Reactionary for more Initiative.

Favored Class Bonus

We will be avoiding melee, allowing us to put our FCB into Skill Points.

Skills

As always, Perception, Stealth and Use Magic Devices are too good to pass up. Perform(Dance) is going to be our go to Perform, and as we need at least 5 points in Bluff, and 7 points in both Knowledge(Nobility and Religion), we can max out Bluff and then put everything else into Intimidation.

Feats by Level

1-Lingering Performance

3-Weapon Finesse

5-Spell Focus(Illusions)

7-Greater Spell Focus(Illusions)

9-Deceitful

11-Improved Initiative

Umbral Court Agent Bonus 11-Tenebrous Magic

Darkness Domain Bonus 11-Blind Fight

13-Solid Shadow

15-Agile Maneuvers

17-Toughness

19-Extra Performance

Lingering Performance is an absolute must, Spell Focus on Illusion spells make your illusions really, really difficult to resist. Weapon Finesse and Agile Maneuver help with your eventual Spiked Chain and Umbral Court Agent abilities.

Umbral Court Agent

So, you get to Shadow Jump like a Shadowdancer, while continuing to increase your Spellcaster level. You also get a powered up Darkness Domain, but without the spells, and we get a bunch of nasty effects such as your Shadow Chains and Unnerving Gaze.

Spells by Level

  1. Ghost Sound, Prestidigitation,Detect Magic , Lullaby, Dancing Darkness, Sleep
  2. Mage Hand, Silent Image, Ray of Enfeeblement
  3. Read Magic, Shadowtrap 4-Invisibility, Shadow Anchor 5-Umbral Weapon
  4. Mirror Image, Limp Lash
  5. Shadowfade, Assume Appearance, Shadow Enchantment
  6. Shifting Shadows
  7. Penumbral Disguise
  8. Misdirection, Animate Dead, Shadow Conjuration, Shadowform
  9. N/A
  10. Obscure Object, Shadow Jaunt
  11. Shadow Dragon Aspect
  12. Motes of Dusk and Dawn, Cloak of Shadows, Shadow Evocation
  13. N/A
  14. Ghostbane Dirge, Shadow Walk
  15. Shadowbard
  16. Shadow Step, Greater Shadow Enchantment, Shadow Transmutation
  17. N/A
  18. Martial Marionette, Baleful Shadow Transmutation

Final Thoughts on the Build

We are the master of Darkness, capable of animating shadows, walk through them, pin our adversaries and do quite a lot of shenanigans with them.

We are also no slouch as a necromancer, with spells like Animate Dead and our Dance of the Dead Bardic Performance, we can either temporarily or permanently animate zombies and skeletons to fight for us. Finally, we can summon chains from the shadows and pin down and slowly suffocate our targets, all the while dancing like a maniac, cackling as they are dragged into the shadows, our realm.

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