I'm making a Nezumi Necromancer.
The idea is that he will be casting various forms of diseases, poisions and other things. In MMO terms, he is to be a debuffer.
I'm looking for variants on the wizard (Necromancer) class that can assist with this. I will be taking 2 flaws as well, one of which will possibly remove my familiar unless I find a variant that just absolutely screams "USE ME!"
The feats I'm looking at are
(From the feats book
http://www.amazon.com/Feats-Aeg/dp/1887953736 )
Infernal Pact - make a pact with a demon of some sort, become evil, sacrifice something (HP, fortsave or whatever. DM specific) - this is used to get other infernal feats such as immunity and poison blood, over all a crap feat that is only take to take the real awesome feat Poison Blood.
Immunity - Become immune to all diseases, but can still be a carrier. Pay 250 xp. Nagging cough the DM can use at the wrong time, once per day. (My DM isn't too much of a dick to do this sort of thing all the time.)
I might be able to use a jedi mindtrick on immunity if there is another feat by the same name though.. But the idea of playing a rat who is a potential carrier is petty good.
Poison Blood - my blood becomes toxic, anyone touching me has a chance to be poisoned when I've got a wound. Can then use my blood for the poison spell feat.
Poison Spell (DoUD) - Victims of my magic have to make a save vs poison.. not sure if this only applies after the fail the first save or what..
Pox Magic - Magic becomes infected with disease, +1 save, +5 DC to identify, If a victim fails a fort save from the spell, they lose a con point
Frightful Necromancy (CM) - whenever hit by a necromancy spell, the victim becomes shaken (as long at there was a save, regardless if they save or not.)
So this means with touch of fatigue I can cause - Poison effect, Con loss, Fatigue, Shaken..
my stats I rolled using a grid..
STR 18, DEX 15, CON 17, INT 18, WIS 11, CHA 14
...and due to its nature, I can't switch them. Not that I really wanna anyways.
I'm also thinking of picking up a few traits from dandwiki provided the DM allows them, particularly the small trait that would make me small sized, but only gives me the 3/4 carrying capacity +1 to ac and ab, +hide, and bad juju when it comes to being kicked around.
What 2 (Or 3) schools should I drop? If I drop 3, I can get the ability to cast almost as many spells as a sorc per day, 3 of which would have to be necromancy.