Pathfinder: Wrath of the Righteous - Enhanced Edition

Pathfinder: Wrath of the Righteous - Enhanced Edition

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Thematic builds: Blood Magic (Lich Cruoromancer)
By Sophis
Guide for my Cruoromancer build with the Lich mythic path. Made for core difficulty or below.
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Welcome
Hello and welcome to my second thematic build guide. I've always wanted to play a Cruoromancer because I really like their unique relation with necromancy, which naturally fits for a Lich. So I made this guide to explore the vampire / blood mage fantasy. I hope you like it!

If this guide helped you in any way, feel free to give it a positive rating and/or add it to your favorites! if you see anything wrong, please let me know and I'll be happy to edit it accordingly.

The portrait can be found here[www.nexusmods.com]. Artist is Stefan Koidl.
Disclaimer
This is a theme-focused build. As such, I avoided multiclassing and made flavour choices to keep the theme of the character.

I know some feat choices are not "optimal".

That being said, the build is optimized enough to be played and finish the game comfortably on Core or below. I'm using it on Hard, but I don't recommend it for new players since you'll need some previous game knowledge for party composition.
Character Creation
Attribute
Choice
Comment

Race
Dhampir - Vetala
Fits the theme nicely.
Background
Regional - Gebian Necromancer
Another thematic choice.
Stats
8-14-14-19-10-14
All extra points to INT. A little bit of DEX for initiative, with some CHA for your undead future. Even though CON will be wasted for us, this will take a long time to happen (act 5 only), so I prefer not going negative CON for 90% of the game if I don't really need anything else. Will help having a bit of health to use your Infusion ability.
Skills
Arcana, World, Nature, Religion.
Spare points into persuasion.
Opposition Schools
Enchantment, Evocation
We already have Conjuration for CC and Necromancy for damage.
Deity
Urgathoa
Goddess of the undead. Do I have to say anything else? You'll have an interesting interaction on Act 3, during a Lich quest envolving Urgathoa and vampires... I won't spoil it.
Alignment
Neutral Evil
Any evil fits just fine, but I like neutral since chaotic is demon and lawful is devil.
Leveling Progression
Level
Class
Feat
Comment

1
Wizard - Cruoromancer
Blood Drinker, Spell Focus: Necromancy
We're a vampire, so we need blood. That's why.
2
Wizard
3
Wizard
Spell Penetration
See explanation for this one in the general tips section.
4
Wizard
5
Wizard
Greater Spell Penetration
Same as above.
6
Wizard
7
Wizard
Metamagic (Selective Spell)
WIll help with your crowd control for now. Later on, will be applied to all aoe damage spells.
8
Wizard
9
Wizard
Metamagic (Bolster Spell)
Apply it to your main damage spells to make those stronger.
10
Wizard
Greater Spell Focus: Necromancy
Might seem late, but we already have enough DC for early levels with spell focus + infusion.
11
Wizard
Blood Feaster
Now drinking blood gives us damage power. What's not to like about that?
12
Wizard
13
Wizard
Spell Specialization (Exsanguinate)
This spell doesn't have a cap on damage, so we're taking it even higher. It will now deal 19d6 at this level, with 38 extra bolstered damage. Not bad, eh?
14
Wizard
15
Wizard
Improved Initiative, Combat Casting
Go first, kill stuff, profit. Combat Casting is just an extra help with concentration.
16
Wizard
17
Wizard
Spell Specialization (Feast of Blood)
Switching our specialization for more AoE damage.
18
Wizard
19
Wizard
Any
Build is complete, so the last feat is free pick. I suggest some teamwork feat, like Shake it Off or Allied Spellcaster, assuming you also get it with your other party members.
20
Wizard

Spells

Most of those are suggestions and you should pick according to what your party needs (for buffs and cc). Don't forget to check vendors first so you can learn more spells from scrolls before picking those during level up. Learn all the Necromancy spells you want until level 5 spells (character level 9).

Starting from level 6 spells, you can pick all of your Necromancy spells via the Lich spellbook, so you don't need to take those on your regular Wizard level ups. However, pick at least one Necromancy spell on each Wizard level for the favorite school slot, since you can't use that slot for spells you learn via the Lich spellbook. My suggestions will be highlighted in bold.

Level
Comment

1 - Reduce/Enlarge Person, Mage Armor, Ray of Sickening, Cause Fear, Grease, Shield, Stunning Barrier.
Take all the buffs you need and Grease. Don't forget about Grease. Note that some "ray" spells require a touch attack, so those will be hard to land without Point-Blank Shot and Precise Shot. If you're using those, try to hit enemies who are not engaged in melee yet.
2 - Web, Glitterdust, Boneshaker, Mirror Image, Protection from Alignment, Sense Vitals, all +stat spells
More cc and buffs, this is the way.
3 - Heroism, Haste, Slow, Displacement, Greater Magic Weapon, Spiked Pit.
Some good buffs here, but you will probably get those from your local bard. There's also vampiric touch, but we already have blood drinker and false life.
4 - False Life Greater, Boneshatter, Enervation, Protection from Energy, Dimension Door, Acid Pit, Greater Invisibility.
Remember that Enervation is a touch attack, so it will have a -4 chance to hit penalty if the target is engaged in melee combat.
5 - Dismissal, Stoneskin communal, Vampiric Shadow Shield, Hungry Pit, Cloudkill.
More health draining? I'll take it.
6 - Create Undead, Heroism Greater, all mass stat spells.
More undead is never enough.
7 - Plague Storm, Banishment, Legendary Proportions, True Seeing Communal.
Plague Storm on top of Domain of the Hungry Flesh is so dirty and fun.
8 - Death Clutch, Seamantle, Rift of Ruin, Mind Blank.
Cast Seamantle and don't die ever again.
9 - Wail of the Banshee, Foresight, Mind Blank Communal, Heroic Invocation.
I ♥♥♥♥♥ love Wail. Such a cool sound effect.
Mythic Progression
Mythic Feats and Abilities

Level
Choices
Comment

1
Danse Macabre, Abundant Casting
Will make you immune to negative levels and resistant to death effects. Perfect.
2
Extra mythic ability: Improved Abundant Casting
More death spells? Yes, please.
3
Greater Abundant Casting, Mythic Spellbook (Wizard)
More slots for your new juicy Lich spells.
4
Extra mythic ability: Favorite Metamagic (Bolstered)
Now every damage spell can be bolstered without taking up higher slots.
5
Favorite Metamagic (Selective)
Same thing, now all spells can be bolstered + selective.
6
Spell Focus (Mythic): Necromancy
Making your death spells harder to resist.
7
Last Stand
Endgame has a lot of bs fights. Better be prepared (to die).
8
School Mastery (Necromancy)
You're now a master of death, a full Lich.
9
Archmage Armor
+14 armor for free, stacking with Bone Shield and Seamantle.
10
Improved Initiative (Mythic)
At this point you can take anything you want, so this is only a suggestion.

Lich Path

Level
Choices
Comment

3
Withering Life, Any undead companion
I chose this to keep the vampire/draining vibe. Most of your Lich spells require fortitude or reflex for saves, so use this ability to reduce those. For the undead companion, pick whatever suits your party the best.
4
Bard upgrade
They get Dirge of Doom, which is awesome sauce. After this, you can get any upgrade you want for them.
6
Deadly Magic
Up to per three rounds per day, you can make any spell ignore spell resistance and spell immunity. Any creature affected by such spell can't cast spells for 1d3+1 rounds. Use this against spellcasters then watch them become useless. You can even use it with your regular Necromancy spells to easily bypass spell resistance.
9
Magic Devourer
You get +34 spell resistance. If an enemy fails to overcome that with a magic attack, your next spell gets quickened. They dare using magic against you?

Important Lich Mythic Spells
So many good spells. I'll just list some of main ones:

Level
Spells
Comment

3
Mastery of Flesh
Versatile spell that can damage enemies or cure companions.
5
Exsanguinate
1d6 damage per caster level + STR and bleed damage with a failed save. You get an AoE version of it at mythic 7.
5
Repurpose
Applies damage per round. If an enemy dies while under this effect, it is revived as an undead at your command.
6
Bone Shield
+6 shield bonus to AC and immunity to critical hits for 1 minute per caster level. Keep this up forever.
8
Domain of the Hungry Flesh
You create a huge abomination field. Everyone inside takes a lot of damage, is tripped and entangled, and has ability scores reduced. Use that with selective and watch the chaos.
9
Corrupt Magic
Dispel magic, but it tries to dispel everything on the target. For every dispelled effect, the targets receive a -1 penalty to attack and damage rolls, saving throws, and AC. Oh, and you get this at level 13. Bonkers. Use it on any boss/hard enemy and the fight is over.
9
Negative Eruption
AoE version of the Harm spell, dealing 10 damage per caster level (150 max) to all creatures in the area. Apply Selective metamagic on this so you don't explode your party members, unless you're running an undead party, because this spell both heals and buffs undead with +2 to WILL saves, attack and damage rolls, plus temporary health.
10
Absolute Death
If the enemy fails the save, they die. If the save is successful, they still take 10 damage per caster level (300 at max level). That's broken.
Equipment
A list of useful and/or thematic equipment for the build. Use whatever good item you can find for the other slots.

Slot
Name
Source
Description

Weapon
Awakened Driftwood*
Act 3, Drezen - House at the bottom right (basement, next to the vescavor queen, perception check)
+1 to the saving throw DC for all necromancy spells and +3 to spell penetration.
* After defeating the vescavor queen on Leper's Smile, take some of its slime, then order it to be used during the assault on Drezen. Then, on Act 3, visit the house and get the item.

Cloak
The Bound of Possibility
Storyteller Relic - Act 3*
Your Lord Beyond the Grave passive gives +4 bonus to STR, DEX, and CHA to all undead at your control.
*Find the cloak piece on Areelu's Laboratory and all the necessary ingredients and then ask the Storyteller to craft it for you.

Gloves
Gloves of Enduring Wizard
Act 4, Middle City, secret room in Latverk's house (DC 38 Perception)
Whenever you cast a level 7 (or higher) spell, you get 20 temporary Hit Points for 1 minute.

Head
Draven's Hat
Act 2, Heaven's Edge (Perception 30)
+2 profane* bonus to INT. Whenever you cast Haste or Slow, it becomes quickened. You can also make 1 spell per day quickened.
Headband of Mental Perfection +6
Act 5, Skeletal Salesman (ask him to bring magical items)
+6 enhancement bonus to Intelligence, Wisdom, and Charisma.
* Stacks with the +4 INT spell.

Neck
Your Phylactery
Act 5, after transformation
Grants two additional uses to the Deadly Magic mythic power. In addition, once per day, whenever your health falls below 0, it is restored to full.

Gloves
Gloves of Monsters Protection
Act 4, Upper City, Dimalchio's Mansion (Arue quest)
Your summoned creatures get spell resistance 21.

Rings
Bane of Flesh
Act 3, Relic Decree (The Phylactery of Stevanius The Rotten)
Once per day, whenever your HP falls below 0, your HP is restored by twice your character level, and the ring summons 1d4+2 undead skeletal champions.
Ring of the Dead
Act 3, Midnight Fane (lower left room)
Allows the owner to use the Dead Inside ability on a living creature for 1 minute 3 times per day.

Belt
Belt of Demonic Shadow
Act 3, Scrubland by a Bend in the River (Woljif quest)
Summons a shadow demon whenever you cast a lvl 6 or higher spell.

Unique Rods
Devouring Lust
Act 3, Relic Decree (Attractive Impulse)
Applies maximized and converts your damage to unholy.
Grandmaster's Rod
Act 5, Bladesmith Workshop (Finnean needed)
Applies maximized and empowered, while also making your spell ignore spell resistance.
General tips and explanations
About the class and race
Use your Infusion ability with your necro spells to make those harder to resist (so enemies are less likely to halve the damage). You will keep doing this at higher levels with your Lich spells, essentially giving those a free spell focus bonus. For early game though, try to get some CC and buffs to help your party do the dirty work, at least until you get abundant casting and can then afford some more slots for necro spells.

Cruoromancer gets the Animate Dead spell earlier than other casters for free, so spam those guys to be your meat shields during early game. With the Commanding Infusion ability, they will actually hit something.

You lose some health by using the infusions (hence the blood magic theme), so use your blood drinker ability on corpses for some extra health to keep fueling your spells, plus any other spell that gives temporary health like False Life. And remember that you are a Dhampir, so in order to heal yourself you should use inflict wounds scrolls/potions. Stock-buy those at vendors since you won't find many laying around.

After getting Lich, a whole new world opens. Use Repurpose on tough mobs before they die so you'll have an extra minion on your team, and drain the hell out of everyone by activating Withering Life, especially with selective AoE spells. As always, don't forget to use your Infusion before casting spells and keep drinking the blood of fallen enemies for health + damage with the Blood Feaster feat.

The Spell Penetration conundrum

In case you're wondering "why take spell penetration since Lich spells are not subject to it?", the answer is simple: to make the early game a bit more fun and thematic.

I didn't pick this subclass to be a buff/cc bot for 20+ hours until I could start using my class features and necromancy. That's not a great roleplaying experience as a vampire master of death...

And it's not like those feats will be wasted. You'll still use some of the regular Necromancy spells for filler, like the low level ones and the ones on the favorite school slot. This build doesn't need a lot of feats to work, so you have some to spare anyway. And this is not Unfair difficulty, so we're allowed to have some flavor over min-maxing.
Unlocking the Lich path
After killing the Vescavor Queen on Leper's Smile (act 2), gather some of its slime and enter the cave. Take the first left and go all the way down until you find a bunch of undead around the Wand of Zacharius. You have to click it during the fight and take it or the undead will keep respawning. Attention: put the wand in your bag, don't pick any other option.


When you get to the Lost Chapel, enter the chapel (hehe) and go downstairs through the secret passage on the false wall. Then, go straight up until you find Zacharius and give him his wand back. Congrats, you've unlocked the Lich path.
13 Comments
Roque the Rogue 25 Sep @ 8:40pm 
I feel that Ustalav Peasant can also work in this with some nuances, look at the lore for it at the pathfinder wiki, even though it doesn't metagame enough to justify it, it adds some flavor.

Been looking into this while thinking of how I can fit the new bloodseeker slayer archetype in this, this is very well written guide and very insightful, I didn't know Cruormancers got early access to animate dead, which in turn based mode is a extremely.. extremely useful.

Ótimo trabalho.
Ghastous™ 30 Jun @ 6:42pm 
i get it now haha sorry for the confusion
Sophis  [author] 30 Jun @ 6:39pm 
Level 2 spells are chosen at character level 3! Maybe that was the confusing bit?
Ghastous™ 30 Jun @ 10:22am 
none of the spells seem to appear for me to take on lvl 2.
Sophis  [author] 10 May @ 10:18am 
Thank you!
Dave Mongoose 7 May @ 2:26am 
The artist for the portrait appears to be Stefan Koidl, an Austrian artist who does a lot of dark fantasy, horror and post-apocalyptic art.
Sophis  [author] 23 Nov, 2023 @ 11:25am 
Glad to know it! Thanks and happy to help :steamhappy:
Resting Witch Face 23 Nov, 2023 @ 9:51am 
I've had sooooooooo much fun with this build. I even used the portrait. Thank you Sophis! :steamthumbsup:
Shades 12 Nov, 2023 @ 8:29am 
Hmm, so it seems a cryoromancer is NOT someone who really loves snow in a non-platonic way.
Sophis  [author] 20 Jul, 2023 @ 10:22pm 
@cabra thank you!

For this build, I'd include at least 1 full divine caster for buffs (cleric/oracle or even shaman if you want), and another arcane caster (wizard, sorc, witch, arcanist) to help with crowd control and summons to keep enemies busy while your main character does all the work.

The rest will depend on the kind of party you want. If you want some melee, at least get enough buff support for them to actually hit something, like bard song (bard or sensei), mark of justice (paladin), guarded hearth (ideally cleric), hexes, etc. Some kind of tank is also a nice idea.

I've used several different comps across my games, but they all followed those lines, with a few comp changes in between. :Owlcat_wink: