Suggestions, Feedback & Bug Reports (OOC) > Module Feedback and Suggestions
Pale Master, Summoning Tweaks
zDark Shadowz:
A tool that starts a conversation dialogue to pick from a list with options viewable depending on PM level, which set an integer on the PC which the PM's animate dead script looks at to determine which undead is summoned, with the default being the highest if the integer is 0 or invalid, should be easy enough to make.
Once the tool is ready I suppose it can either be tied in to be acquired when next a palemaster logs in, or just handed out when a palemaster asks for it / gets approved for palemaster.
Or, the feat is altered to have a radial menu of undead to select from, though this might require a slightly improved additional feat each time a new undead is 'unlocked' by leveling.
One is a script option, other is a .2da/tlk/hak option.
ForgottenBhaal:
The biggest issue I've noticed is that they seem to be fairly lackluster in combat, and can mainly only be used as a way to run away (Outside of RP that is). The chieftain is the best out of them so far, but for some reason its something one does not achieve until a lot later as a pale master. (It doesn't count the caster levels outside of PM for the progression of the animate dead feat, it seems like.)
The wraith is neat, and has a fear aura (I think) though the DC appears to be quite low on the level drain/aura.
Most 5+ summons actually outright wrecks the undead it seems as. Would it be possible to perhaps give the pale master the doom knight that the Blackguards get with their "create undead feat" Would be an easy, as well as great fix for the combative abilities of one of the summons.
And as the others said, it would be pretty neat if we could choose what type of undead we choose to summon. The class is ment to be a choice for Necromancers of the Arcane persuasion whom wishes to focus more upon undeath, and the creation, control and summoning of the undead.
(Perhaps a spell like ability for control undead?)
Savras:
--- Quote from: Nemesis 24 on February 26, 2019, 06:32:31 AM ---The only trouble I see with this is taking it in singularity compared to everything else a palemaster gets. Treating it as a base caster class of Wizard for example, the popular choice. I may need correction on this, but currently, pale master has the benefits over a wizard of the following -
-More HP per level, from d4 to d6, increasing by a further 3hp per level post level 5.
-Increased AC, by +6
-Permanent +4 strength bonus
-Immunity to paralysis, stun, critical hit
-Darkvision
-Deadly touch attack.
Yes, it gets summons on top of that, and yes, they are weaker than the equivalent level summons. They are also however free. They don't cost a spell slot. They are also in conjunction with the *massive* bonuses listed above, with continued spell progression per level. Doesn't making those free summons that don't cost a spell slot as powerful as a slotted spell on top of all the other bonuses feel a bit... much? Especially with all the undead summon feats to make those free summons even stronger again?
--- End quote ---
I can argue against this by saying that your caster level is significantly lower. Making any ECL race with SR almost immune to your spells followed by drastically worse dispel casting.
Following on to the required RP and the very large target upon the persons back and the OCR increase making any palemaster be treated like a Caliban. It somewhat justifies the benefits.
Like the main selling argument of a palemaster is an immunity. It's not the cool necromancy aspect which is the weakest point, it's the immunities.
JustMonika:
Just a reminder this thread is three years old.
zDark Shadowz:
--- Quote from: JustMonika on January 14, 2022, 03:30:44 AM ---Just a reminder this thread is three years old.
--- End quote ---
It IS a necromancy thread.
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